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CS2's Magic Menu 

3kliksphilip
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26 сен 2024

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Комментарии : 762   
@skirtsonsale
@skirtsonsale Год назад
Very cool that you went all the way to morocco just to make sure the shadows there were being rendered properly
@hmark03
@hmark03 Год назад
I know right? This kind of enthusiasm for journalism is sorely missed in the gaming community. And the fact that he took time out of his own freetime just to travel to Italy and Morocco for a work trip instead of going on a holiday? Truly a soon-to-be Pulitzer-award-recipient.
@frida_drida
@frida_drida Год назад
By going he also made sure the update would drop. Two birds with one stone
@ButtonMasherReal
@ButtonMasherReal Год назад
"For the most part, the shadows actually looked better in real life than in Source 2, though I couldn't help but notice this particular shadow was still somewhat blocky around the edges. God pls fix."
@saphricpcgaming5182
@saphricpcgaming5182 Год назад
Someone's gotta do it.
@theYoutubeHandle
@theYoutubeHandle Год назад
it's a tax write-off
@tvojamamaomg
@tvojamamaomg Год назад
2:54 Builders of those doors would be so proud if they knew their creation was visited by a Valve employee.
@VADemon
@VADemon Год назад
I hope 3kliksphilip's brother left a sticky note on the door frame.
@sarcasmenul
@sarcasmenul 4 месяца назад
The builders probably died hundreds of years ago and would give a shit some random yank took their work as a reference.
@M1szS
@M1szS 2 месяца назад
@@sarcasmenul no way you got the joke
@mrgamenight5500
@mrgamenight5500 Год назад
8:22 "Toggle third person and you can see how you darken the atmosphere around you wherever you go. And in the game!" brutal lol
@trudaftgunpunk
@trudaftgunpunk Год назад
Truly sadge
@taco2422
@taco2422 Год назад
hits too close to home
@TheCatOfWarCSGO
@TheCatOfWarCSGO Год назад
You kinda feel sorry for the texture artists tbh, when the lit but untextured map looks so beautiful. I can see why SUPERHOT went down this route of graphics...
@Randarrradara
@Randarrradara Год назад
Bro thought we wouldnt notice
@Akc7052
@Akc7052 Год назад
Wtf bro how do you post 6 days ago
@HUSAM_420
@HUSAM_420 Год назад
Bruh
@juliukas36
@juliukas36 Год назад
How did you comment 6 days ago?
@gibuz
@gibuz Год назад
bro time travelled
@pouyash5785
@pouyash5785 Год назад
It's so refreshing to see a youtuber doing a deep analysis of what source 2 brings to the table. All the other youtubers are like, ooh it's shiny, ooh the movement feels weird, ...
@ElderlyAnteater
@ElderlyAnteater Год назад
it is definitely relevant to comment on how bad the movement feels considering how important it is to many CS players...
@miskamikkonen6969
@miskamikkonen6969 Год назад
He EVen go MORocco to doublr cheCk the shadow.!
@loganatori6117
@loganatori6117 5 месяцев назад
​@@ElderlyAnteaterit feels the same dude
@ElderlyAnteater
@ElderlyAnteater 5 месяцев назад
@@loganatori6117 hmm I wonder what "9 months ago" means?
@loganatori6117
@loganatori6117 5 месяцев назад
@@ElderlyAnteater means you're an idiot lmao
@AccelCS
@AccelCS Год назад
7:00 Albedo is one of the 3 base textures used in a PBR workflow. It is basically the unlit solid color of the texture, and along with roughness and metalness, it can create a physically accurate material.
@Fs3i
@Fs3i Год назад
In physics, albedo is the fraction of light which you reflect. So, you can represent it as the base color, “this is what the material will reflect if hit with white light”
@RupeeRhod
@RupeeRhod Год назад
@@Fs3i idd, it existed before the push towards PBR as it's commonly used as base colour.
@quintonlee4107
@quintonlee4107 Год назад
In other words, it is essentially just the Diffuse Map
@charliekill88
@charliekill88 Год назад
@@quintonlee4107 nah its more like Albedo is the base color and Diffuse is the light scatter
@DrDarkly
@DrDarkly Год назад
​@@quintonlee4107 Not really - think of a diffuse map (in the Source Engine sense) as an albedo with more baked in information, such as shading and whatnot. It worked for years but the drive for realism has left these mostly outdated as you can only really add on normal maps for faux depth, and specularity to make it more/less shiny. The goal of albedo maps are to be as flat as possible; essentially they're just the base colors that you'd see if a white light was shined at the object. You then add on extra information such as roughness, metalness, and normal maps, which light will interact with to create a physically based material that looks far more accurate. These materials can adapt entirely to different environments and lighting conditions while diffuse maps are much more static.
@gcsdaniel
@gcsdaniel Год назад
Local CS maniac goes to Morocco to compare CS2 graphics to real life
@HeisenbergFam
@HeisenbergFam Год назад
"dont you just want to lick it" Philip is like that one crazy uncle who randomly says things that make you disturbed
@amason115
@amason115 Год назад
is he wrong though
@Ground91
@Ground91 Год назад
My monkey brain's single neuron wants to lick it
@artemon121
@artemon121 Год назад
Thousands of reflective balls
@alidemir32783
@alidemir32783 Год назад
You're everywhere dude
@aqua4790
@aqua4790 Год назад
I literally just stopped the video after hearing this and went straight to the comments
@jmanx4
@jmanx4 Год назад
This video makes me really appreciate how much goes into just making the lighting of a map
@Argoon1981
@Argoon1981 Год назад
I used to think making games couldn't be very hard, not that I add ever done a game but in my mind it was "how hard can it be, if there's so many people doing it?" so I decided to learn programing and do a game of my own and ... I quickly found out that making games, specially alone, is very hard.
@SingeStheos
@SingeStheos Год назад
Hey Phillip! The shading you see in halfbright is called Matcap or Studio lighting. Studio lighting is where a file containing light info is passed onto the faces in the scene, resulting in the shaded effect you see. Matcap is based off a 1:1 image with a high resolution. The image only contains a perfect sphere with the desired face shading applied, and the image is then used to shade the scene. Clever people can use a fixed camera angle and plot materials onto a Matcap, resulting in a very quickly rendering video, at the cost of production time, so it's useful for rerenders. If you found this interesting, please look further into these quick methods of approximate lighting by reading further on Google.
@awsomebot1
@awsomebot1 Год назад
furry detected
@cul-de-sac
@cul-de-sac Год назад
​@@awsomebot1furries probably do more to benefit society than you do
@awsomebot1
@awsomebot1 Год назад
@@cul-de-sac I'm sure all the furry art they commissioned has been really beneficial to human progress LMAO
@BenjaminBlodgettDev
@BenjaminBlodgettDev Год назад
Why wouldn't they just perform a per-vertex lighting calculation using the dot product of the surface normal and the camera angle? It looks to me like the classic fake lighting used in the early 3D games like star fox. Is there something I am missing? Edit: OP literally just made this up. Blender has a Viewport Shader tab with a "Studio Lighting" and "Matcap" option. The author of this comment seems to have extrapolated that the similar looking lighting in the Blender software means that these Source 2 options are using those techniques. The use of Matcaps is largely limited to sculpting software. Studio Lighting is Blender specific so it doesn't make any sense to say that Source 2 uses Studio Lighting for it's "halfbright".
@SingeStheos
@SingeStheos Год назад
@@awsomebot1 i know a furry who owns a pharmacy so.
@thealandude9146
@thealandude9146 Год назад
the Morocco part actually helped me understand shadow a bit more for my drawings, did not expect to learn this at all from a CS/S2 video lol
@frederikvilhelm202
@frederikvilhelm202 Год назад
3kliksphillip is the creator the community can't live without, but proably don't deserve! Keep it up Phillip! ❤
@0ceanCS
@0ceanCS Год назад
love you phil!
@HueyTheDoctor
@HueyTheDoctor Год назад
You either live long enough to die the hero or die long enough to villain the whatever.
@CourierSiix
@CourierSiix Год назад
This shit is so corny as hell
@Kk-wp5rl
@Kk-wp5rl Год назад
The man went to Morocco to compare shadows with CS. That's dedication!
@n1conic
@n1conic Год назад
The main menu theme together with philips music layered on top of each other made my night
@armybirds
@armybirds Год назад
didn't notice that at first, it sounds great. his attention to detail is incredible
@dissolve5138
@dissolve5138 Год назад
i like the flexibility source 2 allows devs and mappers to have
@fraizie6815
@fraizie6815 Год назад
I too would flex with my maps
@Randarrradara
@Randarrradara Год назад
2:49 Now thats dedication, Philip!
@dougler500
@dougler500 Год назад
I bet these videos make the graphics guys at Valve so. damn. proud!
@hellofoodthere8374
@hellofoodthere8374 Год назад
Why
@Ferne345
@Ferne345 Год назад
@@hellofoodthere8374cause usually nobody ever really pays attention to how much goes into a good looking game, people take it for granted.
@rqertip
@rqertip Год назад
I can't believe phillip visited Morocco just to show us how shadows work
@oancemr
@oancemr Год назад
6:55 a really cool trick that Valve could do is to have an algorithm that populates the world with light probes based on where the player is likely to be. More probes closer to the ground, less probes in areas you can't reach or in the sky. This could improve the graphic detail a lot and decimate the map render time.
@SingeStheos
@SingeStheos Год назад
Bot nav maps could be a way of doing that, so good idea!
@oancemr
@oancemr Год назад
@@SingeStheos yeah, its greedy mesh algorith in 3D. Honestly someone should contact Valve with this idea XD I think it could be absolutely massive
@jeanrenne1436
@jeanrenne1436 Год назад
You can probably interpolate between probes, so I think it would be worse to implement your idea (same result on dense regions, bad ones on other regions). Plus the fact that there are so many probes everywhere shows that it does not come with too much of a performance / map size issue. Only question left is compilation time. Well if you are willing to increase the density locally, you're gonna have at least the same overall complexity I am guessing.
@joshcollins7771
@joshcollins7771 Год назад
Using non grid-based probes requires a separate table of probe positions used for finding the closest probe to each dynamic objects' position instead of rounding the position to a grid and indexing. This introduces huge performance costs because searching through a large, irregular table takes much, much longer than indexing. To avoid this (using a grid-based system), more likely locations for dynamic objects could include grids at increased fidelity. This is an decent solution for performance because it avoids long search times, but this comes at the cost of more file size. A separate table is required to denote where these increased fidelity grids are, and finding light data requires a few extra steps during runtime, especially in areas more common for the player to traverse, which introduces extra lag in possibly the worst place in the physical game world, where players spend most of their time. Also, the data structure naturally contains some redundant data where grids may overlap, especially in high-density areas (the most important). To avoid using this unnecessary disk space, either the data will be irregularly spaced (introducing more runtime lag again), or the data structure will be indexed in such a way that avoids duplicate data by writing over unnecessary bits. This is complex from a memory-management perspective, as well as a customizability perspective. Similar algorithms (that actually prevent this redundancy problem) do exist, but optimizing it for CS2 purposes may be difficult (it's hard to say, really), and creating custom maps or adding objects to the scene forces lighting recalculations. This is technically an option, but makes custom projects using Source 2 much more complicated than using a regularly spaced grid to determine probe locations. Unless someone is using a powerful computer with lots of disk space, this is impractical. Also, somebody would actually have to create the Source 2 mod and a 3D heatmap editor for this to be implemented, because it certainly isn't a viable option for the masses. I do appreciate the good thoughts though! As someone who likes to create games in my spare time, it's always nice to see other people trying to solve these kinds of problems too, because eventually the best solutions will become commonplace standards among graphics software which nobody even really thinks twice about. If you also enjoy these (rather in-depth) software problem-solving situations, I recommend Nemean's video on the Fast Inverse Square Root as popularized by Quake. TL;DR I don't think this would work at all practically, especially not for the small improvements that this could make, but I enjoy the discussion nonetheless.
@WhyDoesYTUseHandlesNow
@WhyDoesYTUseHandlesNow Год назад
Low grav or noclipping players still need proper lighting applied to them. Weapons and grenades can also get launched into the sky and need to keep looking good.
@do.xuantung
@do.xuantung Год назад
This is so fascinating to see how an "engine" works, there are countless components to this new engine
@morphious86.
@morphious86. Год назад
there's something mesmerizing about going around looking at the cubemaps in these maps, i'm really not sure why i guess it's just really satisfying seeing them line up so nicely
@jacobsaid6263
@jacobsaid6263 Год назад
Fun fact, the blurry edge of a shadow is called the penumbra. Second fun fact, rays other than light rays also have a penumbra, like X-rays.
@Klar
@Klar Год назад
This videos pacing was great, I got lost in it till I realised it was going to be over.
@jackstonetran6412
@jackstonetran6412 Год назад
Love these nerdy things you do. Being a game dev, These videos are so fun for me.
@ferna2294
@ferna2294 Год назад
Albedo from the official ValveSoftware page: "An albedo, often interchangeably referred to as diffuse map, is a term used to describe reflection coefficient of a material surface containing view-independent Base Color information without any additional lighting or shadow information. Often stored into a Image Texture. It's used to tell which color tint and initially add basic details for a Diffuse surface. And defines what we normally think of a texture as being before enhanced by other "treatment" textures like bump maps or specular masks." It is a diffuse map. Unity also uses the term albedo for the same.
@arrowtongue
@arrowtongue Год назад
I feel as though textureless visuals look timeless, or beautiful always, especially combined with lighting, because you, even subconsciously, see the resolution of a texture, but if everything is white, the resolution is technically infinite, and the better lighting gets, the harder that effect sells.
@StiekemeHenk
@StiekemeHenk Год назад
Albeideo means color, its the color/texture and nothing else. As for the shadows, GTA V has this feature where far away objects cast blurry shadows, thanks to Nvidia's PCSS. Easiest to see on a lamppole.
@the_zens
@the_zens Год назад
For anyone that still wants to do this for themselves and is getting some kind of error while launching the game. Launch CS2 normally, then go to Settings, then Game and then select 'Yes' on Install Counter-Strike Workshop Tools. After doing this, exit the game and wait for an update to install, put -tools in the launch settings and voilà. The game should now launch with an additional window, which are the Workshop Tools, ignore these and press the developer console button (this is usually ~, the tilde key, under the Esc button) and you've got your new Source2, Vconsole2 developer console, which should be its own window. - Also note you won't be allowed to play multiplayer with this on, just remove the -tools from the launch settings
@NickPapison
@NickPapison Год назад
thanks! very helpful
@s--b
@s--b 10 месяцев назад
Thanks!
@karelvv8155
@karelvv8155 Год назад
Just a guess on the balls. Perhaps all these balls outsiide of the playable area are needed for the method used to calculated the lighting value of each ball. It could be that each ball is reliant on the balls next to it. And a couple of iterative calculations are used. So the balls outside of the playable domain could be like the undisturbed lightning balls. Since the balls are pre calculated it wouldn't really hurt performance.
@giantnoah
@giantnoah Год назад
Probably more that its easier to just tell the mapping tool to calculate everywhere than it is to specify exactly where is playable and where isn't playable. I'd imagine if they have so many of them then they shouldn't take up that much space in the map file.
@paulbunyangonewild7596
@paulbunyangonewild7596 Год назад
Or maybe they use less probes, but then when you enable this tool, it's generates these balls at an unreasonablely dense and far away space, and that their only purpose is to show you what objects would look like underneath them. But yeah it could also just be auto generated. Storage and vram are so inexpensive nowadays.
@finn9233
@finn9233 Год назад
or maybe the peobe algoeithm is just optimised enoigh to reasomably use this amount of probes and get good results.
@MCitizen001
@MCitizen001 Год назад
The real answer is that the mappers do specify exactly what areas to generate these probes for, but lighting will be BADLY broken for any dynamically lit object that exists in an area not covered by them, this means if you can potentially throw a grenade there (even if its outside the map) it needs to be covered. Some other objects like antennas and satellite dishes in the skybox also rely on this non-baked lighting to be lit properly. There are settings on the volumes that generate the probes however that allow you to generate them less densely which appears to be done here, with more probes densely packed into actual playable space vs outside the level.
@mfaizsyahmi
@mfaizsyahmi Год назад
There can be props moving about even outside the playable arae (i.e. the 3D skybox) e.g. planes.
@moonjamstar
@moonjamstar Год назад
This is the most 3klikphilip a video can get for cs2
@easternhills1329
@easternhills1329 Год назад
Being able to see all this cubemaps stacked in palace right next to each other is just so trippy... I'll never get over how easily we can fool our brains with things that look approximately right.
@XanderNiles
@XanderNiles Год назад
Philip digging every possible feature of Source 2 mapping is always admirable to see and not just that but also taking trips to compare maps to in real life locations.
@MarkusManon
@MarkusManon Год назад
I really appreciate the effort you put into subtitles, mr kliks ❤ thank you
@y1QAlurOh3lo756z
@y1QAlurOh3lo756z Год назад
The various PBR properties like albedo and AO etc are explained quite accessibly in the article "Real Shading in Unreal Engine 4 by Brian Karis, Epic Games", at the "Material Model" section on page 8.
@Neo2266.
@Neo2266. Год назад
6:30 I imagine these voxels are also used for the smoke physics
@randomcatdude
@randomcatdude Год назад
nah they aren't
@foobar2285
@foobar2285 Год назад
The reason for the large number of wasted "balls" is probably to make look-up faster. The amount of data stored for each probe is very small, so they can be packed into a large buffer on the GPU that you can lookup into faster, by simply calculating the index based on the current vertex/fragment's world space position. However, because calculating the index like this is only really possible if your probe volume is a cuboid, you have to stretch the volume to cover all parts of the level that need GI. You could add multiple probe volumes with different sizes to save some VRAM (this is actually very common in other engines), but it would come at the expensive of higher memory bandwidth and computation. Either you use multiple render passes, which is bad for achieving good utilisation on modern cards, or you increase execution time, memory bandwidth and register usage by dynamically checking which volume to sample in the shader. Generally, if we have enough VRAM to just fit everything (RAM scales, clock speed does not), it makes sense to pack the whole thing in one buffer. That being said, if you wanted to dramatically increase the probe density to get more accurate lighting, then you might run run out of memory and have to resort to another method.
@juanlanas5425
@juanlanas5425 Год назад
This was a fascinating watch, thank you! I can't wait to see what the community can achieve with this tools!
@AlexDicy
@AlexDicy Год назад
I don't know why, but I enjoy seeing this kind of "behind the scenes" a lot
@abdallahouazzani918
@abdallahouazzani918 Год назад
As I always, very cool video. And the fact that you visited Morocco made it extra cool for me. I hope you enjoyed your stay here ❤
@JimmyTheGiant
@JimmyTheGiant Год назад
I really don’t understand quite why I’m so interested in everyone of your videos
@MrTefe
@MrTefe Год назад
6:20 this is kinda satisfying. like seeing the straight lines in the balls just looks amazing
@Amin_2k
@Amin_2k Год назад
Awesome that you visited my country, hope you had a good time. You are welcome any time.
@twed2
@twed2 Год назад
These CS2 technical videos really bring me back to watching your early CSGO videos after school.
@dirtkiller23
@dirtkiller23 Год назад
can't wait for deep dive into Workshop Tools
@TheYohis25
@TheYohis25 Год назад
Bro went to Morocco to comapare the shadows. 💀 Now that's dedication.
@DaRealBruner
@DaRealBruner Год назад
RTX mods: 8:37
@AnUncleanHippy
@AnUncleanHippy Год назад
Basic breakdown of PBR Materials: Albedo: The unlit colour of a material Normal: The direction the light should bounce. Specular: The colour the material reflects, this also works in black and white, so generally the lighter the specular the brighter the reflection. Metallic: How metallic an object is. 0 is not metal, 1 is metal. Roughness: How rough or glossy a surface is. 0 roughness would be a mirror, 1 roughness would be absolutely no reflection. AO: Contact shadows and just generally simulating objects being close with a texture which is much cheaper than doing it with real time lighting. Emissive: Is used for giving a texture the appearance of emitting light on a texture level. These usually don't emit any actual light, but will show up in reflections. Those are the main ones that are used in basically every PBR shader. There's also some other maps that are used like thickness for determining how thick and object is for determining things like refraction and subsurface scattering.
@defosh369
@defosh369 Год назад
Variable shadow penumbra can be used. I believe that Crysis 2 used it quite a bit, considering it was a mainstream game. PC and DX11 though, but still quite nice to see.
@starlight_garden
@starlight_garden 11 месяцев назад
9:09 Amazing transition.
@vikramjadhav3631
@vikramjadhav3631 Год назад
Portal-based culling occurs on the CPU, whereas CS2 seems to have GPU-based culling (based on what you are showing here, I don't have access to CS2). You still can't just add a portal to your face. E.g., in a room, if the camera isn't looking at any portal, you can consider everything outside the room occluded.
@Rosa-xg8tb
@Rosa-xg8tb Год назад
"That's because the Sun is big" Thanks Philip, the more you know!
@jeanrenne1436
@jeanrenne1436 Год назад
A subject that won't be covered anywhere else although it has a huge impact on ig content makers, hence the game itself. Happy that your channel exists although like many people here I haven't played cs for years.
@austinthunder8964
@austinthunder8964 Год назад
Albedo map is the colors of the textures without any effect such as opacity, roughness, emmissives. All that combined creates the material itself. Like the green leather covering B site's roof
@Rooster-Booster
@Rooster-Booster Год назад
I have noticed these half shadows when comparing shadows in games to real shadows, it's nice to know it's not just me considering these things when out and about
@sleambean
@sleambean Год назад
Layering the Philip music with the CSGO music sounded really interesting sonically! At the start of the video while talking about -tools.
@VERBAHEH
@VERBAHEH Год назад
Coming from someone who used to both watch and edit CoD4, these tools open up so many possibilities for editors in the CS scene. Can’t wait to see shat people come up with!
@CopeAscetic
@CopeAscetic Год назад
Now I'm hyped for the CS2 mapping series
@SolarMoth
@SolarMoth Год назад
the real life comparisons to video game tech are amazing
@JohnPaulBuce
@JohnPaulBuce Год назад
6:20 YEEESSSSS
@theHoIe
@theHoIe Год назад
whoa! disabling the textures at 5:30 and viewing only the lighting eerily reminds of Receiver 1
@morwar_
@morwar_ Год назад
You always find a way of saying some jokes in-between the explanation that are inexplicably funny.
@FrostusTv
@FrostusTv Год назад
I almost never play csgo or cs2, like 2 hours a year, really. But I enjoy your videos so much, for many years now. Man
@bluebaby30
@bluebaby30 Год назад
I didn't expect real time IRL shadow analysis
@DeepWeeb
@DeepWeeb Год назад
"Everything is chrome in the future!" - SpongeTron
@tirthpatel1562
@tirthpatel1562 4 месяца назад
Albedo is the base color input of a texture, they usually don't have any lighting baked into it, if you bake some diffuse lighting in with the albedo, it becomes a diffuse texture. Hence when you were in the Albedo mode, it appears a lot like the fullbright option with everything being flat. Also the roughness mode deals with how coarse or shiny any surface of the map will be, for example metalic objects or the palace area of mirage willcb3 covered in black in the roughness mode. Hope this helps!😊
@darkerrorcode
@darkerrorcode Год назад
Hi Phillip! The blurriness of shadows is due to what's called "Umbra" and "Penumbra" en.wikipedia.org/wiki/Umbra,_penumbra_and_antumbra
@Vlled1
@Vlled1 Год назад
Just the fact that you went to Morocco just to check out a games shadows 😂 great work!
@osmankerimli6710
@osmankerimli6710 Год назад
6:49 Light probes exist in Unity too and you don't need that much BALLS because they eat up memory. There are external tools in unity that places the BALLS only in necessary places.
@leplubodeslapin
@leplubodeslapin Год назад
Note that all the probes here are baked/pre-calculated so they're actually quite cheap (which isn't the case in all game engines where probes can be used for real-time global illumination/reflections) There's a lot because it affects the lighting for any dynamic object moving around, but that's also used to lit the particles of smokegrenades, so it helps quite a lot for this.
@kabinet0
@kabinet0 Год назад
Funnily enough, unity has recently implemented exactly the kinds of BALLS seen in CS2, look up adaptive probe volumes, it's pretty cool. (Adaptive probe volumes don't eat memory like old light probes, so it's fine to have tons of them)
@googleslocik
@googleslocik Год назад
@@leplubodeslapin They arent that cheap, thats still a lot o vram and disk memory. Still, in air they do nothing but waste space, and rebaking them each time you update the map must be a anightmare.
@Apple_Beshy
@Apple_Beshy Год назад
not true at all
@leplubodeslapin
@leplubodeslapin Год назад
@@googleslocik i've been using the CS2 tools for some weeks now and i can assure you it's fine :) maps are now compiled with the gpu and are using their ray tracing abilities, making it quite fast. A map i'm working on, that used to take 2 and a half hours to compile on Half-Life: Alyx (which was only using the CPU) now takes 20 min with similar settings. And for these 20 mins, it's like 25% visibility/occlusion calculations, 60% baked lightmap, and the probes are in what remains (along with navmesh calculation). When i said they're quite cheap i meant in comparison to the idea that they would be real-time, yes they're not free either ^^ It's not entiremy useless to have probes in the air, the volume they're in is also the volume where cubemaps can be effective. Anything outside won't have reflections, which turns metallic stuff to black, maybe that's an issue for visibility of grenades in the air ? (Speculating) In any case, there is a parameter to asjust the probe density in those volumes and each map creator can adjust those to help optimization. And grenades now go through map boundaries (skybox walls/ceiling) so maybe for future cs2 maps there won't be that much playable space above our heads (speculating again ^^)
@Mugnum_
@Mugnum_ Год назад
8:20 oh shit, I'm used to AO being locked into camera's screen space perspective, great to see that people somehow figured out how to implement it differently
@archiesully
@archiesully Год назад
albedo is one of the many texture maps that goes into making a pbr texture, it's pretty much just the solid colour information/image that is accompanied by the other textures such as roughness and AO.
@BlueFlytrap998
@BlueFlytrap998 Год назад
Source1 actually has $albedo as an alternative to $basetexture in most engine branch. It's broken for most combinations but can sometimes work as a basetexture that doesn't self shadow with normalmaps.
@vackor
@vackor Год назад
man that drawgray looks fucking nice, wish valve would add that and visible only player chams with blue and red colors for extra clarity, and then my competetive itch is scratched
@user-pj5eh2qh3x
@user-pj5eh2qh3x Год назад
actually blew my mind when you said you didn't know what albedo or roughness maps were, I really expected all source map makers had to learn 3d texturing at one point
@stevethepocket
@stevethepocket Год назад
Probably because Source 1 called albedo the "base texture" and didn't really have a 1:1 equivalent to a roughness map in the modern sense. Instead you just directly controlled the per-pixel intensity and sharpness of phong reflections separately, and then there was a mask for cubemap reflections on top of that if you wanted them.
@adrienpech5925
@adrienpech5925 Год назад
Can't wait for an in real life's shadows comparaison, heard about some cool new graphics optimizations...
@pchris
@pchris Год назад
Albedo is just another word for a regular color texture. A texture that decides waht colors are on a surface when no lighting is applied. When you enable that option it seems to just shown the albedo texture on each object exactly as that texture would be displayed if you looked at it in the files.
@some-replies
@some-replies Год назад
"Ventured out in the desert and came across a *Mirage* " I don't even play CS but this is why I watch
@slovakthrowback3738
@slovakthrowback3738 Год назад
Just a small correction, AFAIK, bump and normal maps are still used with PBRs, since bump and normals give the texture a lot of definition basically for free
@huttyblue
@huttyblue Год назад
So on the topic of "strap an area portal to their face" Area portals themselves are part of the compiled visibility tree structure and cannot be moved. Most games, including source do a thing called frustum culling, where stuff out of the camera's view are skipped. So any benefit of strapping an area portal to your face is already covered.
@ma1pa637
@ma1pa637 Год назад
It's a bit more complicated than that. Frustrum culling only culls items that fall outside the visible area; but not elements hidden by other elements in front. The GPU culling is more simillar to Z-buffering; where all the items are placed onto a blank canvas according to the camera view from closest element to furthest item, and if they are completely hidden; then they do not render at all. Thus skipping most of the rendering steps and improving performance.
@huttyblue
@huttyblue Год назад
@@ma1pa637 Yeah, GPU culling is more advanced. I was comparing frustum culling to area portals which only check if something is visible through the portal bounds.
@guy_th18
@guy_th18 Год назад
I was looking for a comment that would explain this, thank you!
@qudruplem8570
@qudruplem8570 Год назад
Man CS2 seems like a lot of fun, i am really excited!
@MrTomWaffles
@MrTomWaffles Год назад
8:45 FUTURRREE
@vldnsp1606
@vldnsp1606 Год назад
0:35, you are basically selecting shading of Maya, then flat textures of Base/Albedo color. This is simply what any game developer constantly uses and checks in game engines. I would recommend since you create Map making videos, to dab into Metal/Rough , Spec/Gloss PBR texturing workflow. You will understand what Albedo, Normal, Metallic, Specular and Height maps are since you are showing them troughout the video. When you show PBR, you show the scale of grayscale color from 0.1 to 1. The black and white grayscale map you talk about before is basically that.
@OfflineOffie
@OfflineOffie Год назад
Now this is EXACTLY the type of video I like to see from you Phil
Год назад
About the balls... They are used for indirect lighting of the moving objects. So all that nice reflective light that's also shining on the buildings, can interact with the player. It's known as realtime global illumination, or realtime GI for short. If there was no realtime GI the character would look out of place where ever you go. But with realtime GI, it blends more with the lighting of the are it's currently on. So if you get close to a red wall on the new Inferno, your character will be red from the indirect light bouncing of the wall.
@Silverwidows
@Silverwidows Год назад
Bro went to Morocco. The dedication is immense
@CosmicDTaco
@CosmicDTaco Год назад
Albedo maps are pretty much what you think they are, its just the raw color data for a given texture. In fact, it's usually the only source of color in a material.
@RFC3514
@RFC3514 Год назад
3:32 - Seen from the Earth, the Sun's angular size is around 0.5 degrees, and it's far away enough that light rays coming directly from it can essentially be considered parallel. The distance between that pole and the ground is irrelevant compared to the distance both are from the light source. In practical terms, what makes most (solar) shadows get blurry is edge diffraction and atmospheric scattering.
@_bowlofsoup
@_bowlofsoup 8 месяцев назад
as a 3d artist, the albedo texture in 3d software usually represents the base colour of an object, which is what its doing in the game, showing the exact base colours of every object. fullbright seems to be lit using a lighting method called matcap, for the reasons said in the video. in pbr (physically based rendering) games and workflows (like source 2), there are usually several textures that make up a material, which is why there are albedo, roughness, AO, and normal maps. i'm not sure what the reflectivity represents in a pbr workflow, as it doesnt seem to be a standard pbr texture
@DJ-ov2it
@DJ-ov2it Год назад
This fucking guy actually went to morocco for his content. Dedication.
@Infarlock
@Infarlock Год назад
I knew it's going to be interesting after seeing like the first 5s of the vid
@platonvin1022
@platonvin1022 Год назад
3:08 as far as i know, that's because of light interference - light does not just go straight after this this thing under roof - some of rays kinda go around, slightly rotating which causes this
@virtual_GaRy
@virtual_GaRy Год назад
Yes, the size of the sun is tiny compared to the vast distance it is away. Its because light is a wave and particle at the same time, you experience a scattering around edges. Edit: Its probably atmospheric scattering rather than the wave interaction.
@M4rtingale
@M4rtingale Год назад
What a fucking high quality video. Love it
@wizirdman46
@wizirdman46 Год назад
I love the optimisation part
@kayaxiecs
@kayaxiecs Год назад
cs2 is so awesome! surely I'll get beta access any time now :)
@tamoozbr
@tamoozbr 5 месяцев назад
7:00 Albedo is the base color of the surface, roughness is the GGX roughness value and reflectivity is probably F0 (or maybe multiplied by some constant)
@ahmedzeribi7404
@ahmedzeribi7404 Год назад
the only youtuber that if he doesn't post, you know that he is in the lab cooking
@TreeFrogOnATree
@TreeFrogOnATree Год назад
Glad to see you get to travel so much for gaming interest, alone. I can't wait to become a hitman irl to do something simlar!
@notapplicable7292
@notapplicable7292 Год назад
Man im massive jealous of the Morocco trip
@augustday9483
@augustday9483 Год назад
The Cubemap view reminds me of the T-1000 from Terminator 2. Everything has been turned into liquid metal!
@FieryDawn
@FieryDawn Год назад
xkliksphilip is the first person to make me want to taste a video game map. Very cool.
@Templarfreak
@Templarfreak Год назад
6:58 Albedo is a measurement of how reflective a surface is. usually, this is used as a key measurement to calculate greenhouse effects on celestial bodies such as planets and moons.
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