I honestly just have to laugh even time you use the piece of music deemed "annoying" by a bunch of people (1:02), and every time it seems to get slightly louder. I love it
Honestly, the music (at 1:02 and 2:02) and the feeling of your videos evokes proper nostalgia in me about the times I played 1.6 and Source. I would have never thought that I experience it thanks to a youtube channel but I am thankful for you for bringing back memories and the bittersweet feeling of my counter strike past. ♥
for the hard limits on the size of the smoke; the tech that valve uses is probably different, but it's extremely common for fluid simulations to have a bounded size for optimization reasons. I'd guess that Valve chose a size that would be large enough for most cases, but wouldn't affect performance too much. those sorts of compromises are really important from an optimization perspective.
god i love the 1:01 sound. oh man. i watch your videos in part because i wanna hear it in the most unexpected moment possible. like a horror game. but i have no fear. i bask in this audio.
As another commenter pointed out, the car in Tenet was also inverted, and is likely to be the same car seen inside the Red Room during the interrogation scene. Many people get caught up on the physical impossibility of what they’re seeing in that movie, when really it’s all to do with perspective - everything behaves the way it should according to which direction of time it’s following. Of course, there is some more advanced Tenet theory, like how inverted damage can slowly “appear” on uninverted objects (“pissing in the wind”), or how inverted bullets kill people via “inverse radiation” (yeah nah, Chris purely needed a plot device with that one), but for the most part, Tenet can be best be understood with a rewind button (and maybe a pen and paper). I’m actually a bit of a Tenet enthusiast, and my recent foray into Counter-Strike has left me wondering if there was any fan-made overlap - after all, the opening scene of Tenet involves Terrorists planting a bomb, Counter-Terrorists storming inside, an intense gunfight, and an attempt to defuse/reposition the explosives. In my opinion, that Opera house almost begging to be adapted into a CS map. I can already imagine exciting gunplay taking place in the curved halls, upper rooms, and backstage tunnels underneath. Unfortunately, my experience both as a map designer & modeller is zero, however I would absolutely consider learning if I think I could make a decent result. Overall, I loved how delightfully puzzled I was during Tenet, grasping enough clues to understand broadly what was going on but ever-curious about the finer intricacies of the time-reversal technology. As a film all about palindromes (see “Rotas square”), the only thing I was hoping was for the finale to revisit the Opera siege at the beginning, both revealing the answers I had about the chaotic opening scene and completing the film’s palindromic structure. But instead of doing that, we go to a completely different location? Granted, it was an incredible set piece, but was an utterly missed opportunity to ensure the film, like its title, had a palindromic structure. Nolan plz fix.
Okay, but in the finale they're fighting inverted soldiers with guns. How's that work? If they shoot a guy, for that guy to die they'd have to die before they were born from their perspective in order to die from the perspective of the shooter. Because if they died normally from their own perspective, the bullets would be bringing them back to life from the perspective of the shooter. They out there shooting corpses? How's any of this work? I don't even dislike the film, despite being a mess of decisions that don't quite work, but damn do some of the things start off not making too much sense and progressively make less sense the more you try and intuit them.
Yeah I will concede that inverted gunplay starts to VERY quickly become counter-intuitive when you think about it, which is precisely why they don’t show too much of it. I used to discuss the logic of inversion and similar topics at length in the Tenet subreddit, it was fun to argue and make logical deductions, and interesting to read everyone’s own take on the movie. Even if it is a bit of a mess, I think Tenet is a movie that pulls off one of the best sci-fi concepts I’ve ever seen, and still offers great rewatch value.
the car was not inverted, firstly they told him that friction was gonna behave counter intuitively exactly because the car wasn't inverted, secondly an inverted car can't work with normal air
The fog on the floor from a grenade beneath it does give me a cool visual idea for a map. Not sure HOW viable it is to create. Simply have the map spawn, on a regular basis, a smoke grenade (or two, or four, depending on the area) to cover the ground in fog where one may expect fog to be. Say, a nightclub, or just being a cheap fake cold fog in a walk-in-fridge.
The biggest difficulty is probably the amount of rendering time; as acerola mentions in the video that philip referenced, the smoke is rendered at quarter resolution and *still* takes as much time to render as the entire rest of the scene, so having a lot of it across a wide area like a room would probably tank people's frames pretty badly.
3:30 As a game developer, I can definitely confirm that is NOT happening in the case of the smokes. Any time you have volumetric stuff that relies on voxels, they are already pre-baked into the level's geometry. It is way too expensive to calculate voxels, and apply them in real time. To keep the game performant, they have to be pre-computed. In this case, it might be the distance formula is giving different results from the smoke grenade making it start on a new voxel, rather than shifting the voxels themselves. The start does make a lot more change than you would think, especially when you have special cases for the tails of trails. The voxels will be systematically toggled on through A* pathfinding which will cause different results even one or two voxels off. Also, A* pathfinding would be a nightmare on freshly created voxels, because you have to do so many collision checks to see if a voxel should be solid or not. Collision checks can be very expensive when added up. In regards to the smokes sometimes going out one of two of the holes, Valve probably has a special condition for if a majority of the inner voxels are close to an exit, it will continue marching from the hole, rather than the center to better represent certain edge cases. For corridors narrow enough, two voxels culd fill the area, and in that case, both will say: "I have a wall, don't propegate here". Also, I believe smokes will propegate farther if they are overlaid on top of each othr
I have a feeling that the clouds go further in confined space, because the smokes have a set number of those voxels they have to generate before stopping. So in a normal setting the bomb just creates a sphere and if something prevents it from being a sphere,more voxels are added elsewhere.
From what I see, imo this is closer to a breadth first search implementation. BFS incase you didn't know, basically takes the first position, in this case the start of the smoke grenade and then checks all the neighbour positions, as this is 3d, it's either in 6 cardinal directions (left, right, up, down, top, bottom) or 6+8+12 cardinal+diagonal+edge directions. Then if it's a valid position(i.e it's inside the area limit and the block to be generated isn't blocked by a surface or another smoke block from the same smoke grenade) it generates one block of smoke at that position and adds this position to a queue. Then it decrements the max count by 1. Then it just keeps taking the next position in the queue and repeats the entire process again with that as the root until the queue is empty or the max count is 0. From the trailer vid they released, most likely it's going like clockwise/anticlockwise>up>down. The direction is based on how they decide to add the positions to the queue. I think there might be more heuristics involved in the actual game code. But this would be the simplest way to implement it. Incase you still didn't understand BFS, a visualisation for it would be like, imagine a cube of 1x1x1, now add 26 cubes to all its surroundings to get a new cube of 3x3x3 made by 27 1x1x1 cubes. Then repeat this process for every new cube in the order it was added/generated. Let's say the top left cube was made first, then it will create new children in the directions which are empty without any existing cubes. Then the cube in the top-up direction , then the one in the top-right and so on. Every time a cube makes a new child it gets added to the end of the queue.
@@GintokiSama That's what I thought in retrospect, when I saw the notification that someone liked this comment. I'm not good at searching and pathfinding algorithms, but it does look like just a 3D implementation of one of those.
Hey Philip, thank you for the joy you have given me all these years! I have watched most of your videos with adblocker, and pirated many flac files of your music... I know this small amount of money that I have is way less than the value you have provided me, but please take this as my means of appreciation for your work!
i was going to search a comparison video between premiere pro and davinci resolve, then I saw kliks upload, and I get distracted, curse you kliks for being the most interesting cs and life philosophy youtuber
I’ve only played CS for ~5 hrs in the past 7 years but these mythbusters style experiment and exploration videos of the game’s systems are thoroughly enjoyable for me.
I don't play Counter-Strike, and I've never played Counter-Strike, but it's always very fun and interesting to hear you explore the design of the game and do tests and discuss something of what it means to the players. Not sure why I decided to pick this one to chime in and say that you make really good videos, but I did, so yeah, you do, good work :)
i think the thin gap between walls edge case shows that the voxels first look for the closest "exit" and bias their plume in that direction similar to water following the path of least resistance. This could explain the earlier example of the thin tunnel with holes either end which varied which side it went out of or (when neither exit was found) expanded to fill only the tunnel only.
7:43 Every time I watch it I'll have that moment where I'm like "OHHH I GET IT" and then I think about it a bit longer and realize that it still doesn't make sense.
Man I really appreciate that you look into these issues. A lot of the time, in a quest for making a general and reusable solution for a game mechanic, a lot of use cases (fringe cases) are ignored which at times lead to issues that you showed us. Game development is really tough and time consuming.
Oh, "Top 10 GPU Tech-demos", such a comforting, cozy video... maybe it was the way you talked, back then? Regardless, it's almost 10 years old... damn.
This intro just spooked me becuase me and my friend were just talking about how light acts as a wave and a particle at the same time (we were talking about the photoelectric effect)
i just want to let you know that i really appreciate that you upload in 4k, so that i can watch in almost native resolution as a 1440p user. thanks homie
Phillip i like your approach in life. This is not an attempt to suck up to you, but i feel you have the spirit of a scientist : You see a phenomenon in the world and you desperately want to learn how it works. The curiosity of course is one aspect, how you approach the subject is totally in line with the scientific approach and you don't come into false conclusions if you're not sure about something. Love that way of thinking. Of course someone would say "you're doing so for things that just don't matter", but as Alexandra Drennan said in Talos Principle "we're here and it matters to us"! Thanks man! And Happy New Year!
One of the best of videos in a whle imo, Philip is as thorough in his investigation and "science", as he's brilliant at explaining it. I also think I caught a whiff of a reference. Anyways, I hope your videos get more recognition once AI becomes sentient.
Philip's doing Valve's QA job again. Great content. Good to see you mentioned Acerola, love his videos. Also smoke acting like waves and particles at the same time based on observartion is really quantum phyics like haha.
I have notifications on for only a handful of my subscriptions but yet your videos always slip through the cracks. Have to manually check your channel to look for new vids
I just watched tenet this past week and its nice to you that you too were puzzled. I can't comprehend how there is free will if the singular timeline must be maintained. Anyways- great video, love hearing the new music
7:24 I think it's more a technical limitation/simplicity than a safeguard against abuse. I assume they create a grid of voxels with a specific size when the smoke goes off and then do stuff within that grid. Being able to expand the smoke out by an arbitrary distance (changing the size of the voxel grid) would require more complexity and would probably decrease performance too.
I think part of the explanation for the glass tube test was that the smoke was trying to spread, saw that the tube was already full, then spread out from the nearest exit. That'd also explain most of the "inconsistent" behavior in that specific test- makes sense that each time it chose a different exit, it was the nearest one. The later tests seem to confirm they have some amount of volume to them that wants to fill space until it's depleted. I think that's awesome, actually. Those parts of the video were by far the most interesting to me.
One of the things that Valve achieves that continues to impress me is their intentness to different states of matter. Water physics in glass bottles, volumetric smokes, etc. Valve has always put importance onto physics, so it’s great to see it continue like this. All very impressive feats that do in fact continue to leave other games in the dust (ii).
I'm curious if there's a parameter in the engine which makes it possible to change the size of the smoke particle "voxels", I'm assuming they're at a fixed size for the sake of performance, but I can't imagine they didn't experiment with smaller and bigger voxels. I'm not sure how readily accessible such parameters are, perhaps there are simple console commands for it, or we'll have to wait for S2SDK, worth digging into perhaps?
i'd figure it's a property of the particle system itself, since there's no reason the voxel size would be hardcoded ( like there would be if there _was_ something like a dedicated smokemap for the map, which would result in the grid effect that these things don't have ) but said size also has major gameplay implications and so it should be the same for every player in every game i mean, granted, valve has a tradition of tying core gameplay values to cheat cvars for testing purposes, so it's possible that there are ones for adjusting specifically the cs2 smoke grenades, but that's a matter of manually integrated systems rather than having one system intrinsically tied to another anyway
I would've expected (or they way I would've tried doing it) is to have some kind of voxel count that the smoke will get to if it can, and if you constrict it on one axis it would just use more of the other axes using path finding
@@kipchickensout okay uh... the "blocks" go one by one. if it were to be forced to a certain number of blocks, the smoke grenade would still expand, even when the "smoke" is technically over.
The car in Tenet is also reversed. Otherwise, you couldn’t even drive it. It could be the same car as the one in in the red room. Video breakdown from the channel Welby coffeeSpill shows that
PS: content creator of 2024 incomming !!! but like u said, u do whatEVER you want :)
10 หลายเดือนก่อน
i really enjoy rewatching all of your videos and listening to your ost because since cs2 launched i'm only using your music kit. it's very fun because it looks like you're coping me, taking the songs I know to be on your videos. you owe me a pronouncement about that. i paid for the music kit.
The smoke bodies merge, then expand in the direction of the nearest volume of space that isn't populated, modulo any floating point errors. Not inconsistent at all - it's a fluid simulation.
7:43 Sator's goons were inverting cars itself (you could see whole cars in the Turnstile room in Freeport). I think they did it so it will be easier for an inverted person to drive it. The black SUV (with Sator and Cat inside) was inverted. And when an inverted object interacts with non-inverted objects, the non-inverted objects temporarily behave like inverted objects because their entropy is reversed temporarily by the interaction. That's why Neil and Protagonist's BMW's mirror 'unbroke' when Sator's SUV interacted with it. So, the whole car 'uncrashed' itself because the inverted SUV interacted with it.
Love where you're going with this. I'd also like to see sprays act more physically natural when one spray appears across multiple surface types. Lower priority but Valve, please fix.
When I saw the smokes in cs2 for the first time I immediately thought of the Minecraft server mineplexes “minestrike” they had smokes that acted very similar to the ones in cs2.
as a chemist i fully endorse light's quantum properties being a f***ing mystery, by the uncertainty principle you literally will never be able to know some aspects of stuff. love your videos philip
One thing I'd want to see is that thin windowed passage having multiple smokes thrown in the exact same location, you could probably do that through having two people in the server, one throwing and staying still while the other watches. It'd basically confirm the grid originating from the location of the smoke idea
I honestly just have to laugh even time you use the piece of music deemed "annoying" by a bunch of people (1:02), and every time it seems to get slightly louder. I love it
Caboosing jumpscare LOL
@kennytvn I wanted to comment the exact same thing hahahah.
Xd I didn't know that it has gotten louder.
Makes me wanna smoke a ciggerete
i thout it was only me lmao. i got properly ear-raped.
3kliksphilip is now a smoking expert.
Are you sure this isn't just a consequence from him being a fart enthusiast?
@@kevindelgado7083 no that's the fart master, i think you're confused
Every time 3kliks drops an F bomb, I feel like I've just listened to something that's forbidden.
I had to rewatch 3 times, beacuse I wasn't sure I heard it right.
I guess I missed it, timestamp?
1:13@@FightingTable
@@FightingTable pretty sure he's saying fuck-gotten instead of forgotten at around :15 :16.
@@Fishpks that's fog-gotten
I am always so impressed at the writing of these videos. So much went into just the first 45 seconds of the script and I respect it
Tbh someone could've made a 45 minute video out of this lol
the number of puns xD
I played with Phil for years in 2008/9/10 on css. Good guy, talented player. Fun times.
Damn, thanks for sticking around
I just missed exactly THIS type of your content. Experimenting with the engine and finding game limits
Caboosing has turned into the ultimate inside joke here. Have to chuckle every time you use it :)
@@mushroomcrepes Damn.
I'm sure the CS2 devs love watching 3kliksphilip's videos appreciating every detail they made
or they watch in sheer terror because their bug fixing schedule's filled full for next month
valve, please fix.
1:13 I am so not used to hearing you swear it actually startled me
fr
Honestly, the music (at 1:02 and 2:02) and the feeling of your videos evokes proper nostalgia in me about the times I played 1.6 and Source. I would have never thought that I experience it thanks to a youtube channel but I am thankful for you for bringing back memories and the bittersweet feeling of my counter strike past. ♥
I'm glad you commented that. I feel exactly the same about it but couldn't put it into words.
for the hard limits on the size of the smoke; the tech that valve uses is probably different, but it's extremely common for fluid simulations to have a bounded size for optimization reasons. I'd guess that Valve chose a size that would be large enough for most cases, but wouldn't affect performance too much. those sorts of compromises are really important from an optimization perspective.
god i love the 1:01 sound. oh man. i watch your videos in part because i wanna hear it in the most unexpected moment possible. like a horror game. but i have no fear. i bask in this audio.
As another commenter pointed out, the car in Tenet was also inverted, and is likely to be the same car seen inside the Red Room during the interrogation scene.
Many people get caught up on the physical impossibility of what they’re seeing in that movie, when really it’s all to do with perspective - everything behaves the way it should according to which direction of time it’s following. Of course, there is some more advanced Tenet theory, like how inverted damage can slowly “appear” on uninverted objects (“pissing in the wind”), or how inverted bullets kill people via “inverse radiation” (yeah nah, Chris purely needed a plot device with that one), but for the most part, Tenet can be best be understood with a rewind button (and maybe a pen and paper).
I’m actually a bit of a Tenet enthusiast, and my recent foray into Counter-Strike has left me wondering if there was any fan-made overlap - after all, the opening scene of Tenet involves Terrorists planting a bomb, Counter-Terrorists storming inside, an intense gunfight, and an attempt to defuse/reposition the explosives. In my opinion, that Opera house almost begging to be adapted into a CS map. I can already imagine exciting gunplay taking place in the curved halls, upper rooms, and backstage tunnels underneath. Unfortunately, my experience both as a map designer & modeller is zero, however I would absolutely consider learning if I think I could make a decent result.
Overall, I loved how delightfully puzzled I was during Tenet, grasping enough clues to understand broadly what was going on but ever-curious about the finer intricacies of the time-reversal technology. As a film all about palindromes (see “Rotas square”), the only thing I was hoping was for the finale to revisit the Opera siege at the beginning, both revealing the answers I had about the chaotic opening scene and completing the film’s palindromic structure. But instead of doing that, we go to a completely different location? Granted, it was an incredible set piece, but was an utterly missed opportunity to ensure the film, like its title, had a palindromic structure.
Nolan plz fix.
Okay, but in the finale they're fighting inverted soldiers with guns. How's that work? If they shoot a guy, for that guy to die they'd have to die before they were born from their perspective in order to die from the perspective of the shooter. Because if they died normally from their own perspective, the bullets would be bringing them back to life from the perspective of the shooter. They out there shooting corpses? How's any of this work? I don't even dislike the film, despite being a mess of decisions that don't quite work, but damn do some of the things start off not making too much sense and progressively make less sense the more you try and intuit them.
Yeah I will concede that inverted gunplay starts to VERY quickly become counter-intuitive when you think about it, which is precisely why they don’t show too much of it.
I used to discuss the logic of inversion and similar topics at length in the Tenet subreddit, it was fun to argue and make logical deductions, and interesting to read everyone’s own take on the movie.
Even if it is a bit of a mess, I think Tenet is a movie that pulls off one of the best sci-fi concepts I’ve ever seen, and still offers great rewatch value.
the car was not inverted, firstly they told him that friction was gonna behave counter intuitively exactly because the car wasn't inverted, secondly an inverted car can't work with normal air
Very cool to see Acerola getting credits for his incredible works!
I love when one creator I watch having their work recognized in another creator I watch videos.
Love his videos to death
The fog on the floor from a grenade beneath it does give me a cool visual idea for a map. Not sure HOW viable it is to create.
Simply have the map spawn, on a regular basis, a smoke grenade (or two, or four, depending on the area) to cover the ground in fog where one may expect fog to be. Say, a nightclub, or just being a cheap fake cold fog in a walk-in-fridge.
The biggest difficulty is probably the amount of rendering time; as acerola mentions in the video that philip referenced, the smoke is rendered at quarter resolution and *still* takes as much time to render as the entire rest of the scene, so having a lot of it across a wide area like a room would probably tank people's frames pretty badly.
If only they hadn't removed the volumetric fog used in half life alyx we wouldnt need such tricks 😭
3:30
As a game developer, I can definitely confirm that is NOT happening in the case of the smokes. Any time you have volumetric stuff that relies on voxels, they are already pre-baked into the level's geometry. It is way too expensive to calculate voxels, and apply them in real time. To keep the game performant, they have to be pre-computed.
In this case, it might be the distance formula is giving different results from the smoke grenade making it start on a new voxel, rather than shifting the voxels themselves. The start does make a lot more change than you would think, especially when you have special cases for the tails of trails. The voxels will be systematically toggled on through A* pathfinding which will cause different results even one or two voxels off.
Also, A* pathfinding would be a nightmare on freshly created voxels, because you have to do so many collision checks to see if a voxel should be solid or not. Collision checks can be very expensive when added up.
In regards to the smokes sometimes going out one of two of the holes, Valve probably has a special condition for if a majority of the inner voxels are close to an exit, it will continue marching from the hole, rather than the center to better represent certain edge cases.
For corridors narrow enough, two voxels culd fill the area, and in that case, both will say: "I have a wall, don't propegate here".
Also, I believe smokes will propegate farther if they are overlaid on top of each othr
Why would A* pathfinding be useful here, though? There is no path to be found, smoke propagates like a wave, breadth-first.
0:01 LOL CS:CZ hostages make that sound when they there's shooting nearby.
I like when sounds from olders games are present on later "sequels".
I have a feeling that the clouds go further in confined space, because the smokes have a set number of those voxels they have to generate before stopping.
So in a normal setting the bomb just creates a sphere and if something prevents it from being a sphere,more voxels are added elsewhere.
From what I see, imo this is closer to a breadth first search implementation. BFS incase you didn't know, basically takes the first position, in this case the start of the smoke grenade and then checks all the neighbour positions, as this is 3d, it's either in 6 cardinal directions (left, right, up, down, top, bottom) or 6+8+12 cardinal+diagonal+edge directions. Then if it's a valid position(i.e it's inside the area limit and the block to be generated isn't blocked by a surface or another smoke block from the same smoke grenade) it generates one block of smoke at that position and adds this position to a queue. Then it decrements the max count by 1. Then it just keeps taking the next position in the queue and repeats the entire process again with that as the root until the queue is empty or the max count is 0.
From the trailer vid they released, most likely it's going like clockwise/anticlockwise>up>down. The direction is based on how they decide to add the positions to the queue.
I think there might be more heuristics involved in the actual game code. But this would be the simplest way to implement it.
Incase you still didn't understand BFS, a visualisation for it would be like, imagine a cube of 1x1x1, now add 26 cubes to all its surroundings to get a new cube of 3x3x3 made by 27 1x1x1 cubes. Then repeat this process for every new cube in the order it was added/generated. Let's say the top left cube was made first, then it will create new children in the directions which are empty without any existing cubes. Then the cube in the top-up direction , then the one in the top-right and so on. Every time a cube makes a new child it gets added to the end of the queue.
@@GintokiSama
That's what I thought in retrospect, when I saw the notification that someone liked this comment. I'm not good at searching and pathfinding algorithms, but it does look like just a 3D implementation of one of those.
the problem is valve trying things they dont know how they work properly^^
Love these in depth videos about how Counterstrike works! Love how you explained how the voxels might work.
I love these over the top mechanics analysis videos probably my favorites
As a heavy smoker, this video is very misleading, and I am very disappointed.
God I need a ciggerete
I think you have a problem with ciggeretes...
I don't have a problem with ciggeretes, I have a problem without them.
also @@ztets4320, who didn't have a problem without cigarrettes before starting to smoke:
@@ztets4320Please don't smoke
Without me
What brand u smoke
I liked the quick tic tac toe reference 3:30, im subscribing
to be fair, you need to have a really high iq to understand tic tac toe
Hey Philip, thank you for the joy you have given me all these years! I have watched most of your videos with adblocker, and pirated many flac files of your music... I know this small amount of money that I have is way less than the value you have provided me, but please take this as my means of appreciation for your work!
i was going to search a comparison video between premiere pro and davinci resolve, then I saw kliks upload, and I get distracted, curse you kliks for being the most interesting cs and life philosophy youtuber
I’ve only played CS for ~5 hrs in the past 7 years but these mythbusters style experiment and exploration videos of the game’s systems are thoroughly enjoyable for me.
I don't play Counter-Strike, and I've never played Counter-Strike, but it's always very fun and interesting to hear you explore the design of the game and do tests and discuss something of what it means to the players. Not sure why I decided to pick this one to chime in and say that you make really good videos, but I did, so yeah, you do, good work :)
i think the thin gap between walls edge case shows that the voxels first look for the closest "exit" and bias their plume in that direction similar to water following the path of least resistance. This could explain the earlier example of the thin tunnel with holes either end which varied which side it went out of or (when neither exit was found) expanded to fill only the tunnel only.
7:43 Every time I watch it I'll have that moment where I'm like "OHHH I GET IT" and then I think about it a bit longer and realize that it still doesn't make sense.
6:22 this makes sense, since when the glass is broken the gas is not under much pressure thus not extending that far.
convection of indoors versus outdoors should have made the smoke far more turbulent than hanging around the window.
@@-yttrium-1187 im not sure, close to this windows is a stairway to the garage to ct spawn so the air flow could go there
Highly recommend Acerola's channel as well. Really informative and well-explained videos.
Informative and entertaining at the same time
Tennet reference that movie was so damn crazy
Man I really appreciate that you look into these issues. A lot of the time, in a quest for making a general and reusable solution for a game mechanic, a lot of use cases (fringe cases) are ignored which at times lead to issues that you showed us. Game development is really tough and time consuming.
The way you ABUSE caboosing recently is amazing
Oh, "Top 10 GPU Tech-demos", such a comforting, cozy video... maybe it was the way you talked, back then? Regardless, it's almost 10 years old... damn.
Thanks philip, this is the deepest technical dive into smokes done yet.
Great to hear Sax Offender in your videos, can't wait to hear more!
The wave-particle duality comparisons gave me a chuckle.
I have no earthly idea why I laughed to the point my stomach hurts when tic tac toe just showed up 3:37
lmao the EXTRA LOUD caboosing
This intro just spooked me becuase me and my friend were just talking about how light acts as a wave and a particle at the same time (we were talking about the photoelectric effect)
i bet the script once said "shrouded in fog" at 0:20
i just want to let you know that i really appreciate that you upload in 4k, so that i can watch in almost native resolution as a 1440p user. thanks homie
7:37 wasnt expecting a lesson in quantum physics but here we are
As someone who only played the original CS and now is on CS2, I'm very happy with all the changes
loved the joke about the Tenet movie
Always appreciate your research into game mechanics videos Philip. So interesting to see the ways of the smoke and possible explanations.
Phillip i like your approach in life. This is not an attempt to suck up to you, but i feel you have the spirit of a scientist : You see a phenomenon in the world and you desperately want to learn how it works. The curiosity of course is one aspect, how you approach the subject is totally in line with the scientific approach and you don't come into false conclusions if you're not sure about something. Love that way of thinking.
Of course someone would say "you're doing so for things that just don't matter", but as Alexandra Drennan said in Talos Principle "we're here and it matters to us"!
Thanks man! And Happy New Year!
Sax Offender is so unimaginably good. My favourite track from the new album
I noticed you're using audio crime 2 in this vid, nice
One of the best of videos in a whle imo, Philip is as thorough in his investigation and "science", as he's brilliant at explaining it. I also think I caught a whiff of a reference. Anyways, I hope your videos get more recognition once AI becomes sentient.
Philip's doing Valve's QA job again. Great content. Good to see you mentioned Acerola, love his videos.
Also smoke acting like waves and particles at the same time based on observartion is really quantum phyics like haha.
I have notifications on for only a handful of my subscriptions but yet your videos always slip through the cracks. Have to manually check your channel to look for new vids
did philip saying fuck startle anyone else?
01:14 Idk what it was but I had Togo back to check what he said cause I forgot after the "fuck".
I immediately looked for someone who felt the same in the comments.
bruh how this not get more views, its a banger
I just watched tenet this past week and its nice to you that you too were puzzled. I can't comprehend how there is free will if the singular timeline must be maintained. Anyways- great video, love hearing the new music
7:24 I think it's more a technical limitation/simplicity than a safeguard against abuse. I assume they create a grid of voxels with a specific size when the smoke goes off and then do stuff within that grid. Being able to expand the smoke out by an arbitrary distance (changing the size of the voxel grid) would require more complexity and would probably decrease performance too.
Your Tic-Tac-Toe reference helped me focus on the video again. This method, I think, can fix attention-deficit students.
man his pun game is on another level
Great Tenet rant. I needed this.
I’ve missed this type of vid. I was hoping for the revival of these vids in cs2. Finally it has begun.
bro's turned caboosing into a jumpscare at this point 😭
Well, that was an incredible video as always. Start to finish! :)
2:19 that is SO reminiscent of old zombie plague maps in 1.6...
I think part of the explanation for the glass tube test was that the smoke was trying to spread, saw that the tube was already full, then spread out from the nearest exit. That'd also explain most of the "inconsistent" behavior in that specific test- makes sense that each time it chose a different exit, it was the nearest one. The later tests seem to confirm they have some amount of volume to them that wants to fill space until it's depleted. I think that's awesome, actually. Those parts of the video were by far the most interesting to me.
thanks phillip, I started smoking yesterday and now my lungs hurt!
FOGgotten, SHOUDed, MISTery You really outdid yourself with this one Philip!
One of the things that Valve achieves that continues to impress me is their intentness to different states of matter. Water physics in glass bottles, volumetric smokes, etc. Valve has always put importance onto physics, so it’s great to see it continue like this. All very impressive feats that do in fact continue to leave other games in the dust (ii).
I'm curious if there's a parameter in the engine which makes it possible to change the size of the smoke particle "voxels", I'm assuming they're at a fixed size for the sake of performance, but I can't imagine they didn't experiment with smaller and bigger voxels. I'm not sure how readily accessible such parameters are, perhaps there are simple console commands for it, or we'll have to wait for S2SDK, worth digging into perhaps?
i'd figure it's a property of the particle system itself, since there's no reason the voxel size would be hardcoded ( like there would be if there _was_ something like a dedicated smokemap for the map, which would result in the grid effect that these things don't have ) but said size also has major gameplay implications and so it should be the same for every player in every game
i mean, granted, valve has a tradition of tying core gameplay values to cheat cvars for testing purposes, so it's possible that there are ones for adjusting specifically the cs2 smoke grenades, but that's a matter of manually integrated systems rather than having one system intrinsically tied to another anyway
I LOVE CABOOSING I LOVE THE TRAIN SOUND YYEEEEAHHHHH YEEEESSSSS ITS SO ICONOIC AND DISTINCT TO YOUR CHANNEL YESSSSSS MOOOOOOOOOOOOOORE ;DDD ;DDD :DD
fart references are phillips tarantino foot scenes
Looks like if the space is smaller than the voxels, the voxels are moved to the nearest sufficiently big space.
These smokes are incredible. Easily one of the best changes in CS2. So much more consistent, so much prettier and less glitchy. It's fun.
love that first song, couldnt tell you why, but very appealing to my brain
I love bow philllllip can put in a few jokes throughout any video and they make me laugh harder then any other video I saw that day
I would've expected (or they way I would've tried doing it) is to have some kind of voxel count that the smoke will get to if it can, and if you constrict it on one axis it would just use more of the other axes using path finding
it would make sense, but since the propagation isnt instant, it could create cases where the smoke is "still expanding" when it should be expired
@@MinkSquared I don't get that
Maximum voxels: 2047
Every time a new one is validated substract 1
@@kipchickensout okay uh... the "blocks" go one by one. if it were to be forced to a certain number of blocks, the smoke grenade would still expand, even when the "smoke" is technically over.
@@MinkSquared Don't know why it would, if it reaches the max count it stops
Hearing Philip say fuck will never not catch me off-guard, it's too funny
Because of this man, CS mechanics documentaries are a thing. massive respect
This is on another level you are gifted and necessary to this community ❤
The car in Tenet is also reversed. Otherwise, you couldn’t even drive it. It could be the same car as the one in in the red room. Video breakdown from the channel Welby coffeeSpill shows that
CONGRATS PHILIP !!!! Many years w8ing for this and I hope you'll keep making videos for many years to come xD
PS: content creator of 2024 incomming !!! but like u said, u do whatEVER you want :)
i really enjoy rewatching all of your videos and listening to your ost because since cs2 launched i'm only using your music kit. it's very fun because it looks like you're coping me, taking the songs I know to be on your videos. you owe me a pronouncement about that. i paid for the music kit.
The smoke bodies merge, then expand in the direction of the nearest volume of space that isn't populated, modulo any floating point errors. Not inconsistent at all - it's a fluid simulation.
7:43 Sator's goons were inverting cars itself (you could see whole cars in the Turnstile room in Freeport). I think they did it so it will be easier for an inverted person to drive it.
The black SUV (with Sator and Cat inside) was inverted. And when an inverted object interacts with non-inverted objects, the non-inverted objects temporarily behave like inverted objects because their entropy is reversed temporarily by the interaction. That's why Neil and Protagonist's BMW's mirror 'unbroke' when Sator's SUV interacted with it.
So, the whole car 'uncrashed' itself because the inverted SUV interacted with it.
Love where you're going with this. I'd also like to see sprays act more physically natural when one spray appears across multiple surface types. Lower priority but Valve, please fix.
god, even when I thought I might have lost it and go full on hate mode, I freaking love caboosing
this was a chaotic video Philip. the Minecraft and F bomb and caboosing jumpscare BWAHHHHHHWAHHHHH and the layer ontrol lip and the tenet complaint...
Phillip: my videos aren't ai generated
That intro writing:
I really appreciate the ingenuity of the thumbnail, you really nailed it again 👌
That thumbnail is oscar worthy.
The chicken deserves an award.
brilliant video. I liked the Casimir effect reference. (if that's what you were going for with the ever decreasing volumes)
ACEROLA MENTIONED LETS GOOOOO
"Just when you think you figured out how its particles behave, they turn into a wave instead" Instant physics lessons flashback
They are only designed to fill irregular space, not to have physics interaction like a door (or moving wall fanning above it)
I always like your CC, hope that it will come back because I'm not native speaker.
Video just dropped, CCs should hopefully come soon.
When I saw the smokes in cs2 for the first time I immediately thought of the Minecraft server mineplexes “minestrike” they had smokes that acted very similar to the ones in cs2.
as a chemist i fully endorse light's quantum properties being a f***ing mystery, by the uncertainty principle you literally will never be able to know some aspects of stuff. love your videos philip
Somewhere at Valve there's an employee grinning from ear to ear right now.
I always liked the smoke in BF games. There it was affected by wind, explosiin blasts and so on and they cast proper shadows.
One thing I'd want to see is that thin windowed passage having multiple smokes thrown in the exact same location, you could probably do that through having two people in the server, one throwing and staying still while the other watches. It'd basically confirm the grid originating from the location of the smoke idea
Il love the music, and love the videos. Keep being who you are, we'll be there for you Phil