CS2's Magic Menu

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  • čas přidán 14. 05. 2024
  • Here, let me reveal to you the secrets of the Source 2 engine, and how you too can fill the world with tens of thousands of shiny balls
    0:00 - Tools menu
    0:29 - Fullbright and lighting overview
    1:30 - Static VS realtime shadows
    2:46 - I fly to Morocco
    3:49 - Shadow settings compared to real-life
    5:20 - Light squares
    6:20 - Light BALLS
    6:59 - PBR
    7:49 - Ambient Occlusion
    8:20 - Third person
    8:35 - Cubemaps!
    9:20 - Optimisation
  • Hry

Komentáře • 755

  • @skirtsonsale
    @skirtsonsale Před 10 měsíci +1307

    Very cool that you went all the way to morocco just to make sure the shadows there were being rendered properly

    • @hmark03
      @hmark03 Před 10 měsíci +62

      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 Před 10 měsíci +40

      By going he also made sure the update would drop. Two birds with one stone

    • @ButtonMasherReal
      @ButtonMasherReal Před 10 měsíci +48

      "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 Před 10 měsíci +1

      Someone's gotta do it.

    • @theYoutubeHandle
      @theYoutubeHandle Před 8 měsíci +1

      it's a tax write-off

  • @tvojamamaomg
    @tvojamamaomg Před 10 měsíci +416

    2:54 Builders of those doors would be so proud if they knew their creation was visited by a Valve employee.

    • @VADemon
      @VADemon Před 10 měsíci +19

      I hope 3kliksphilip's brother left a sticky note on the door frame.

    • @sarcasmenul
      @sarcasmenul Před 3 dny

      The builders probably died hundreds of years ago and would give a shit some random yank took their work as a reference.

  • @mrgamenight5500
    @mrgamenight5500 Před 10 měsíci +233

    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

  • @TheCatOfWarCSGO
    @TheCatOfWarCSGO Před 10 měsíci +2693

    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 Před 10 měsíci +179

      Bro thought we wouldnt notice

    • @Akc7052
      @Akc7052 Před 10 měsíci +263

      Wtf bro how do you post 6 days ago

    • @HUSAM_420
      @HUSAM_420 Před 10 měsíci +3

      Bruh

    • @juliukas36
      @juliukas36 Před 10 měsíci +39

      How did you comment 6 days ago?

    • @gibuz
      @gibuz Před 10 měsíci +102

      bro time travelled

  • @pouyash5785
    @pouyash5785 Před 10 měsíci +263

    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 Před 10 měsíci +10

      it is definitely relevant to comment on how bad the movement feels considering how important it is to many CS players...

    • @miskamikkonen6969
      @miskamikkonen6969 Před 10 měsíci +4

      He EVen go MORocco to doublr cheCk the shadow.!

    • @loganatori6117
      @loganatori6117 Před měsícem

      ​@@ElderlyAnteaterit feels the same dude

    • @ElderlyAnteater
      @ElderlyAnteater Před měsícem

      @@loganatori6117 hmm I wonder what "9 months ago" means?

    • @loganatori6117
      @loganatori6117 Před měsícem

      @@ElderlyAnteater means you're an idiot lmao

  • @jmanx4
    @jmanx4 Před 10 měsíci +368

    This video makes me really appreciate how much goes into just making the lighting of a map

    • @Argoon1981
      @Argoon1981 Před 9 měsíci +1

      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.

  • @gcsdaniel
    @gcsdaniel Před 10 měsíci +32

    Local CS maniac goes to Morocco to compare CS2 graphics to real life

  • @AccelCS
    @AccelCS Před 10 měsíci +782

    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 Před 10 měsíci +117

      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 Před 10 měsíci +19

      @@Fs3i idd, it existed before the push towards PBR as it's commonly used as base colour.

    • @quintonlee4107
      @quintonlee4107 Před 10 měsíci +18

      In other words, it is essentially just the Diffuse Map

    • @charliekill88
      @charliekill88 Před 10 měsíci +11

      @@quintonlee4107 nah its more like Albedo is the base color and Diffuse is the light scatter

    • @DrDarkly
      @DrDarkly Před 10 měsíci +23

      ​@@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.

  • @thealandude9146
    @thealandude9146 Před 10 měsíci +18

    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

  • @cedricksusername
    @cedricksusername Před 10 měsíci +26

    I don't play Counter-Strike but I'm glad CS2 is coming out just because of these videos

  • @SingeStheos
    @SingeStheos Před 10 měsíci +404

    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 Před 10 měsíci +19

      furry detected

    • @cul-de-sac
      @cul-de-sac Před 10 měsíci +48

      ​@@awsomebot1furries probably do more to benefit society than you do

    • @awsomebot1
      @awsomebot1 Před 10 měsíci +7

      @@cul-de-sac I'm sure all the furry art they commissioned has been really beneficial to human progress LMAO

    • @BenjaminBlodgettDev
      @BenjaminBlodgettDev Před 10 měsíci +8

      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 Před 10 měsíci +20

      @@awsomebot1 i know a furry who owns a pharmacy so.

  • @Kk-wp5rl
    @Kk-wp5rl Před 10 měsíci +13

    The man went to Morocco to compare shadows with CS. That's dedication!

  • @HeisenbergFam
    @HeisenbergFam Před 10 měsíci +462

    "dont you just want to lick it"
    Philip is like that one crazy uncle who randomly says things that make you disturbed

    • @amason115
      @amason115 Před 10 měsíci +29

      is he wrong though

    • @Ground91
      @Ground91 Před 10 měsíci

      My monkey brain's single neuron wants to lick it

    • @artemon121
      @artemon121 Před 10 měsíci +33

      Thousands of reflective balls

    • @alidemir32783
      @alidemir32783 Před 10 měsíci +2

      You're everywhere dude

    • @aqua4790
      @aqua4790 Před 10 měsíci

      I literally just stopped the video after hearing this and went straight to the comments

  • @frederikvilhelm202
    @frederikvilhelm202 Před 10 měsíci +364

    3kliksphillip is the creator the community can't live without, but proably don't deserve! Keep it up Phillip! ❤

    • @0ceanCS
      @0ceanCS Před 10 měsíci

      love you phil!

    • @HueyTheDoctor
      @HueyTheDoctor Před 10 měsíci +1

      You either live long enough to die the hero or die long enough to villain the whatever.

    • @CourierSiix
      @CourierSiix Před 10 měsíci

      This shit is so corny as hell

  • @n1conic
    @n1conic Před 10 měsíci +20

    The main menu theme together with philips music layered on top of each other made my night

    • @armybirds
      @armybirds Před 10 měsíci +1

      didn't notice that at first, it sounds great. his attention to detail is incredible

  • @yeezon
    @yeezon Před 10 měsíci +42

    This is the most 3klikphilip a video can get for cs2

  • @dissolve5138
    @dissolve5138 Před 10 měsíci +26

    i like the flexibility source 2 allows devs and mappers to have

    • @fraizie6815
      @fraizie6815 Před 10 měsíci

      I too would flex with my maps

  • @Randarrradara
    @Randarrradara Před 10 měsíci +9

    2:49 Now thats dedication, Philip!

  • @dougler500
    @dougler500 Před 10 měsíci +36

    I bet these videos make the graphics guys at Valve so. damn. proud!

    • @hellofoodthere8374
      @hellofoodthere8374 Před 10 měsíci

      Why

    • @Ferne345
      @Ferne345 Před 10 měsíci +7

      @@hellofoodthere8374cause usually nobody ever really pays attention to how much goes into a good looking game, people take it for granted.

  • @oancemr
    @oancemr Před 10 měsíci +91

    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 Před 10 měsíci +4

      Bot nav maps could be a way of doing that, so good idea!

    • @oancemr
      @oancemr Před 10 měsíci +22

      @@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 Před 10 měsíci +7

      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 Před 10 měsíci +9

      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 Před 10 měsíci +3

      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.

  • @PrismarineGaming
    @PrismarineGaming Před 10 měsíci +3

    When you were looking at thousands of balls around 6:30 (lmao thousands of balls) I believe that it is not rendering points where lighting has been precompiled, but rather the points where lighting could (and in many cases has been) precomputed. The image of balls you saw is the result of applying modulo to Euclidean space causing a single ball to be rendered infinite times. The same principle is used in real-time rendering of fractals and stuff.

  • @do.xuantung
    @do.xuantung Před 10 měsíci +8

    This is so fascinating to see how an "engine" works, there are countless components to this new engine

  • @the_zens
    @the_zens Před 7 měsíci +7

    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

  • @juanlanas5425
    @juanlanas5425 Před 10 měsíci +3

    This was a fascinating watch, thank you!
    I can't wait to see what the community can achieve with this tools!

  • @jackstonetran6412
    @jackstonetran6412 Před 10 měsíci +7

    Love these nerdy things you do. Being a game dev, These videos are so fun for me.

  • @abdallahouazzani918
    @abdallahouazzani918 Před 10 měsíci +1

    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 ❤

  • @MarkusManon
    @MarkusManon Před 10 měsíci +3

    I really appreciate the effort you put into subtitles, mr kliks ❤ thank you

  • @y1QAlurOh3lo756z
    @y1QAlurOh3lo756z Před 10 měsíci +8

    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.

  • @morphious86.
    @morphious86. Před 10 měsíci +32

    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

  • @XanderNiles
    @XanderNiles Před 10 měsíci +2

    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.

  • @StiekemeHenk
    @StiekemeHenk Před 10 měsíci +3

    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.

  • @ferna2294
    @ferna2294 Před 10 měsíci +1

    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.

  • @jacobsaid6263
    @jacobsaid6263 Před 10 měsíci +3

    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.

  • @arrowtongue
    @arrowtongue Před 10 měsíci +6

    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.

  • @Klar
    @Klar Před 10 měsíci +4

    This videos pacing was great, I got lost in it till I realised it was going to be over.

  • @karelvv8155
    @karelvv8155 Před 10 měsíci +66

    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 Před 10 měsíci +27

      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 Před 10 měsíci +6

      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 Před 10 měsíci

      or maybe the peobe algoeithm is just optimised enoigh to reasomably use this amount of probes and get good results.

    • @MCitizen001
      @MCitizen001 Před 10 měsíci +6

      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 Před 10 měsíci

      There can be props moving about even outside the playable arae (i.e. the 3D skybox) e.g. planes.

  • @sexydog
    @sexydog Před 10 měsíci +1

    I like how you're rediscovering physics with shadows

  • @foobar2285
    @foobar2285 Před 10 měsíci +3

    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.

  • @VERBAHEH
    @VERBAHEH Před 10 měsíci +1

    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!

  • @twed0
    @twed0 Před 10 měsíci

    These CS2 technical videos really bring me back to watching your early CSGO videos after school.

  • @jeanrenne1436
    @jeanrenne1436 Před 10 měsíci +2

    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.

  • @Amin2k
    @Amin2k Před 10 měsíci

    Awesome that you visited my country, hope you had a good time. You are welcome any time.

  • @Neo2266.
    @Neo2266. Před 10 měsíci +7

    6:30
    I imagine these voxels are also used for the smoke physics

  • @kipchickensout
    @kipchickensout Před 10 měsíci

    Hasn't been long but I already missed this type of videos :)

  • @AnUncleanHippy
    @AnUncleanHippy Před 10 měsíci +2

    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.

  • @qudruplem8570
    @qudruplem8570 Před 10 měsíci +1

    Man CS2 seems like a lot of fun, i am really excited!

  • @JohnPaulBuce
    @JohnPaulBuce Před 10 měsíci +4

    6:20 YEEESSSSS

  • @MrTefe
    @MrTefe Před 8 měsíci

    6:20 this is kinda satisfying. like seeing the straight lines in the balls just looks amazing

  • @somdov
    @somdov Před 10 měsíci

    This is your best video in a few years imo

  • @SuperLuminalMan
    @SuperLuminalMan Před 10 měsíci +8

    I wanna play a game with the shiny cubemap option on now, that looks so trippy.

  • @Rooster-Booster
    @Rooster-Booster Před 8 měsíci +1

    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

  • @crispy3260
    @crispy3260 Před 10 měsíci +1

    Dude really went into Morocco and immediately started analyzing the shadows

  • @AlexDicy
    @AlexDicy Před 10 měsíci +2

    I don't know why, but I enjoy seeing this kind of "behind the scenes" a lot

  • @rqertip
    @rqertip Před 10 měsíci +2

    I can't believe phillip visited Morocco just to show us how shadows work

  • @frithnanth1337
    @frithnanth1337 Před 10 měsíci

    this video really lets me appreciate the map and light design the developers put into the area where i live .

  • @starlight_garden
    @starlight_garden Před 7 měsíci +1

    9:09 Amazing transition.

  • @easternhills1329
    @easternhills1329 Před 10 měsíci +1

    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.

  • @FrostusTv
    @FrostusTv Před 10 měsíci

    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

  • @dirtkiller23
    @dirtkiller23 Před 10 měsíci +3

    can't wait for deep dive into Workshop Tools

  • @sleambean
    @sleambean Před 10 měsíci

    Layering the Philip music with the CSGO music sounded really interesting sonically! At the start of the video while talking about -tools.

  • @defosh369
    @defosh369 Před 10 měsíci +2

    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.

  • @felixkuper1344
    @felixkuper1344 Před 10 měsíci

    Your enthusiasm for computer graphics is lovely and the exact reason why I believe you would greatly benefit from an advanced computer graphics course from some uni!

  • @DaRealBruner
    @DaRealBruner Před 10 měsíci +9

    RTX mods: 8:37

  • @vikramjadhav3631
    @vikramjadhav3631 Před 10 měsíci +3

    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.

  • @Greeze
    @Greeze Před 10 měsíci +1

    Now I'm hyped for the CS2 mapping series

  • @theHoIe
    @theHoIe Před 10 měsíci +1

    whoa! disabling the textures at 5:30 and viewing only the lighting eerily reminds of Receiver 1

  • @austinthunder8964
    @austinthunder8964 Před 10 měsíci +1

    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

  • @tirthpatel1562
    @tirthpatel1562 Před 2 dny

    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!😊

  • @adrienpech5925
    @adrienpech5925 Před 10 měsíci +1

    Can't wait for an in real life's shadows comparaison, heard about some cool new graphics optimizations...

  • @darkerrorcode
    @darkerrorcode Před 10 měsíci +4

    Hi Phillip! The blurriness of shadows is due to what's called "Umbra" and "Penumbra"
    en.wikipedia.org/wiki/Umbra,_penumbra_and_antumbra

  • @murphy0
    @murphy0 Před 10 měsíci +1

    "albedo" is the word used for the color map textures. its simply just the colors painted on the textures without the physically based materials like roughness, specularity (reflectivity), etc

  • @wizirdman46
    @wizirdman46 Před 10 měsíci

    I love the optimisation part

  • @vackor
    @vackor Před 8 měsíci +1

    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

  • @morwar_
    @morwar_ Před 10 měsíci +1

    You always find a way of saying some jokes in-between the explanation that are inexplicably funny.

  • @JimmyTheGiant
    @JimmyTheGiant Před 10 měsíci

    I really don’t understand quite why I’m so interested in everyone of your videos

  • @OfflineOffie
    @OfflineOffie Před 10 měsíci +3

    Now this is EXACTLY the type of video I like to see from you Phil

  • @archiesully
    @archiesully Před 10 měsíci +1

    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.

  • @TheYohis25
    @TheYohis25 Před 10 měsíci +2

    Bro went to Morocco to comapare the shadows. 💀 Now that's dedication.

  • @Rosa-xg8tb
    @Rosa-xg8tb Před 10 měsíci +2

    "That's because the Sun is big"
    Thanks Philip, the more you know!

  • @Mugnum_
    @Mugnum_ Před 10 měsíci

    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

  • @Trovosity-Entertainment
    @Trovosity-Entertainment Před 10 měsíci

    so exciting! good stuff!

  • @BlueFlytrap998
    @BlueFlytrap998 Před 10 měsíci +1

    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.

  • @666Counterforce
    @666Counterforce Před 10 měsíci +2

    Amazing, everytime. A bit fast in your explanations to follow, but very interesting! thx, bro!

  •  Před 8 měsíci

    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.

  • @osmankerimli6710
    @osmankerimli6710 Před 10 měsíci +30

    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 Před 10 měsíci +26

      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 Před 10 měsíci +7

      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 Před 10 měsíci +5

      @@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 Před 10 měsíci +1

      not true at all

    • @leplubodeslapin
      @leplubodeslapin Před 10 měsíci +5

      @@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 ^^)

  • @Vlled1
    @Vlled1 Před 10 měsíci

    Just the fact that you went to Morocco just to check out a games shadows 😂 great work!

  • @CosmicDTaco
    @CosmicDTaco Před 10 měsíci +3

    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.

  • @huttyblue
    @huttyblue Před 10 měsíci +5

    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 Před 10 měsíci +1

      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 Před 10 měsíci +1

      @@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 Před 10 měsíci +1

      I was looking for a comment that would explain this, thank you!

  • @SolarMoth
    @SolarMoth Před 10 měsíci

    the real life comparisons to video game tech are amazing

  • @BeatCrazey
    @BeatCrazey Před 10 měsíci

    I love mat_fullbright 17 (where every surface is just the cubemap). Favorite debug view.

  • @pchris
    @pchris Před 10 měsíci +2

    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.

  • @RFC3514
    @RFC3514 Před 9 měsíci

    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.

  • @matts6816
    @matts6816 Před 10 měsíci

    Thanks Philip, very cool

  • @tamoozbr
    @tamoozbr Před 20 dny

    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)

  • @joenutss
    @joenutss Před 10 měsíci

    10:30 This whole video gives me the vibes of the hitchhikers guide to the Galaxy The bit words showing you the bable fish

  • @kayaxiecs
    @kayaxiecs Před 10 měsíci +1

    cs2 is so awesome! surely I'll get beta access any time now :)

  • @1one807
    @1one807 Před 10 měsíci

    Thanks philip, very cool

  • @M4rtingale
    @M4rtingale Před 10 měsíci +1

    What a fucking high quality video. Love it

  • @bluebaby30
    @bluebaby30 Před 10 měsíci

    I didn't expect real time IRL shadow analysis

  • @jinx8624
    @jinx8624 Před 9 měsíci

    its crazy how much is going on behind the scenes to make games work