A new map with pretty rocks has been released. And water. And pretty sunshine. steamcommunity.com/sharedfile... The Unreal5 demo on steam: store.steampowered.com/app/16...
@@PositivelyPlaying 0:41, 2:36 Phil got complaints that the background music was too loud and annoying so he stopped using it for a while but now tries making it as loud and intrusive as possible
Yep, quixel assets are free to use within the context of UE. However, I see quite a few assets used in workshop projects, where it seems the authors are not even aware that they were supposed to pay for asset use outside of UE. Unfortunate that it keeps happening since eventually, I would think Epic would put their foot down re: how the assets are distributed, especially for hobbyists and indies.
Yep was about to say. Valve and Epic aren't in good terms already, this can blowback to modders. They can't slap whatever they find just because "mods are free"
If the asset belongs to Epic then it cannot be used outside of Epic, however if you've purchased marketplace assets on their store, you own the license. Quixel is an Epic acquisition, so they cannot be used outside of unreal engine.
Caboosing never bothered me until I learned that it bothered other people. Now I can’t help but be alerted every time it pops up. It’s like being self conscious, you can’t unsee it sort of thing.
I was the opposite lol, it always bothered me and I am bothered further by how many people actually enjoy it in the comments, it is an auditory nightmare
@@redamber483 honestly my biggest problem with it is that he gets indulgent with it, no real problem with it as sfx but letting it rip is too raw. sensitive to sound and getting caboosed spins me for a bit
Lost Coast mainly impresses me with Source 2's ability to light and shade (relatively) high fidelity photoscanned assets in a realistic manner. Source 2 is quite good at these lighting exercises in fact- PBR is ALWAYS spectacular in the engine, and this map shows it with full models. Sure, Unreal does it in real-time with Lumen (although it's still very ghosty) and real-time path tracing and can carry octillions of polygons on screen at a time with Nanite, but Source 2's ability to carry a somewhat comparable level of fidelity at HUNDREDS of FPS is a testament to requirements and capability- Source 2 can make a pretty picture that you could stare at for hours at high speed, whilst Unreal can paint a picture you'd want to lick all over, at a heavy impact to performance.
@@epoch151 MSAA has certain limits with what it can smooth out and has been proven to be the most taxing AA method, but I also like it the most. Upscaling is usually a hit & miss- moving objects might leave trails and edges get blobby, but sometimes the photo will even get more pleasant and it eliminates ray tracing ghosting, and with DLSS 3.5 reflections get upscaled and improved by a large margain.
I'm certainly more impressed with Source 2 than I am with Unreal 5. The fact that Source 2 delivers 9th gen visuals on hardware that's 10 or more years old in acceptable framerates and resolution is the real cool stuff. Graphical evolution has plateau'd anyway, there's no need to go any further than we already have come.
@@olzhas1one755 It's crazy to me how much better source 2 runs than unreal engine games, I can run cs2 at 60fps on my old pc when unreal engine game can't even hit 30. I don't really think you need anything better looking than source 2.
It would be cool to see you return to mapping in some capacity for CS2. Although I never got a chance to play any of your maps in actual matches, they were fun to run around and see all the details, or load up with some bots. Also, the de_sparity series from way back was inspiring, and a really fascinating look into the process of making maps for CS which couldn't (and probably still can't) really be found anywhere else. I'm not sure if you've commented on whether you have any interest in making new maps recently/at all, but I just thought I'd put that out there as a vote of support if you are considering it.
This video is so great! It takes the simple subject of a buggy map with high detail into an interesting discussion of graphics and CS. It is clearly something no other YTuber can replicate.
Yea, I also tried to do a showcase map with quixel but I scrapped that Idea because I didnt want to get in trouble for using the free models. I didnt want to invest alot of money for a map that probably nobody wants to play. Nice that someone did it.
It's not just for the performance but also for a calm environment on maps since it's competitive. If we had too much going on visibility would be an issue. We had a lot of criticism for inferno already and they removed some props.
If you read comments on old videos, now might be the perfect time to look at workshop maps. Please check out: Biome, Bounce, fy_poolday, Frogolio, Memento, Foroglio, Assembly, Brewery, Abstract, Haven reimagined
I feel like you're the Vsause of Counter-Strike (and game-related content in general), you start your videos talking about fancy rocks and end them speculating about neural networks and the future of polygons. Lovely stuff.
Beautiful map, map maker should add a small hut somewhere around and further improve the map, making it like a small resort maybe, it looks good overall
makes a funny and interesting video about cs2 and how good assets can make things super nice looking... and ends the video by casually making two very profound (and potentially very accurate) predictions about the future of videogame graphics. I'm almost sure that we're heading to cloud streaming allowing truly proposterous levels of detail in games. I think possibly everything will be streamed to a very high level of detail, then cloud based AI material generation will take over when properly rediculous detail is needed, all streamed directly to your TV, no console needed. This, along with improvements to VR, integration of LLM AI into games, (for NPCs, Voices, maybe even story elements) will give us fully immersive games with self generating content, an almost infinite level of detail
That unreal Italy looks gorgeous but we'll never get anything like that. The amount of tears we got when people couldn't get 200fps on their potato going from an engine from 2004 to source 2, even though it's supposed to last a decade or more.. Valve designs with the lowest percentile in mind. CS2 can look good, but it'll never look amazing.
If anyones wondering why the textures on the rocks dont look sk freat its because source compresses what i assume are 8K textures of the original assets down to 2K, a real shame in my opinion of the engine
I see the future of 3d geometry being NURBS and more vector info being used for maps. Doubling polycounts and texture resolution can only be so efficient.
I think you should really look into 3D/4D Splatting. I don't think I can wrap my head around it to fully explain it to you, but they already have plugins for both Unreal Engine 5 and supposedly even Unity. This might be yet another evolution for computer graphics and rasterization.