CS2's New Anubis Analysed
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- เผยแพร่เมื่อ 6 พ.ค. 2024
- Anubis, analysed. And there's some CS:S in there as well some how. And 2 holidays. Don't ask
0:00 - Anubis VS Ancient
1:19 - Bigger skybox
2:40 - Fade between world and skybox
4:14 - Flat sun theory
4:48 - New map lighting and colours
6:22 - Weird global illumination segment
7:42 - Breakable glass
8:08 - anal water
9:38 - Playing the unplayable area
10:16 - Red things
10:39 - Music
11:03 - Water comparisons - เกม
3kliksphilip sacrificing himself on a vacation so that we can get a bigger CS update. Thank you again.
Philip on a cross
He really did sacrifice himself the moment he booked a Ryanair ticket
Maybe Philip should try pretending he's going on vacation in the future so that Valve releases another update. lol
At this point it must be intentional from Valve 😂
he's gonna get himself stranded on a remote island in the middle of the pacific just to guarantee the release of cs2
Philip goes on vacation, CS updates
Warowl makes a video on a specific map, CS removes the map from competitive
many such cases
lmao ikr!!
at this rate Half-life 3 will be announced on the day he quits youtube
I pray warowl makes a video on mirage soon 🙏🙏
the prophecy will always be true.
maybe we should pay philip to go on vacation more
7:54 The glass breaking into bigger pieces is due to it not being tempered, which makes sense for the panes shown here. In an office, you want tempered glass that "explodes" into tiny pieces for safety or they'd be death traps if you tripped into them. Working with glass safety testing for a couple of years, I'm impressed by how they paid attention to this as so many games gets it wrong.
The door should be tempered glass, though, but I'm willing to excuse that with a head canon that they're old panes that were installed decades ago.
Valve has actual architects working on maps.
Bro is head canoning cs maps, respect
this is so cool
@@readmore8974nah its just real
I had the exact same thought! The other glass is safety glass, w a pane of plastic in the middle so it isn't too dangerous when it breaks. The glass on Anubis is just regular glass and it would break in larger pieces like it does in CS2.
Thank you for allowing this new update philip
XD
I can imagine philip entering an *ancient* ceremonial room on his holiday and saying "How many cubemaps could this area have?"
And also “There’s enough room here to fart on women”
@@RedlineA2Y145 nah you crazy
@@itdobelikedattho8112 He Is into that shit man 🤣
He’s got a second channel on here where he does fart fetish shit 🤣🤣
Philip is on some degenerate shit
Philip subtly outing his wife made me laugh so hard
My gf does this too - no idea why they have this compulsion. I lived in the same room for 10 years with no major changes to it. It’s been redone 3 times now in the span of 2 years.
@@BobtheEvilWizzard Just say no
Cancelled
tbf his living room looks like shit
wtf he has a wife?
It's amazing just how much lighting alone will have such a drastic impact on the overall perceived quality of the image.
Not only lighting, also textures are new too.
Lighting is the most important attribute of any image. It's how we perceive things
Well yeah lighting is the sole reason we can see anything at all
Even in real life, lighting is also the most important part of photography.
But its take away the Atmosphere and Realism a lot. Clean surfaces and bright sunny lighting aren't always a great thing. The old ancient were overcast and Moist. The walls were unclean mossy darkish green and it looked it was build Hundreds of years ago, The new ancient looks like its made few years ago cause its too clean. Doesn't fit well with the name " Ancient"
Same goes to Anubis. The surface are way too clean and it looks like its waiting for opening inauguration not something which was made thousands of years ago
HOLY SHIT, I just realized how GOOD lookin community maps will be, I remember when they added Season to CSGO and I thought it was the best cs could look (mind you this was before the remakes like dust, nuke, train cache)
insertion 3 would be incredible
One of the main things I'm looking forward to from community maps is seeing what CS2 (and thus Source 2) can look like without having the brightness and saturation turned to the max. The official maps all seem like they've been run through an old Instagram filter.
Man I miss Season, I hope Valve start regularly featuring community maps again, new maps are always my favourite part of playing CS
Me2
The weird pixelated fadeout, though hard to tell through compression, looks like dithered transparency. This is actually a great way to avoid alpha sorting issues, but works best with TAA to smooth it.
UE4 games have this dithering and I've always hated it so much.
@@CasepbX I know what you mean, I don't like TAA at all, but if it's already being used it's a no brainer. Alpha sorting is still a massive problem with transparencies in videogames. This is basically the perfect way to handle transparencies... If you can hide the dithering.
It's really good in combination with increasing pixel densities/resolutions. Tho I guess in case of CS some players use a potato as screen so it might be more noticaeble for them.
@@dykam hey, I'll take no hate for 1080p screens around here. They're more than dense enough for decent quality photographs, so if videogame visuals don't look right on 'em, that's on them.
(I'm a hypocrite with a 1440p monitor)
@@existentialselkath1264"potato" by cs players standards would be like 360p or 480p
The "water disintegrating into pixels" thing is called dithering, and it's farrrr cheaper for your GPU to draw than real shading, which is actually hella expensive. Now think about this: for a very distant and not easily noticed problem like the transition between two water surfaces, would you rather use the super cheap and flexible option to smooth it out, or would you rather make that batch of distant water pixels slower to draw than everything else in view?
It also sidesteps all the depth fuckery that comes with using actual transparency. Although that's probably not a big issue anymore, because they aren't using transparent particles for the smoke grenades anymore.
The stray pixels that extend in the skybox in the distance are likely caused by a lack of cutoff for the dithering. To prevent this, dithering shouldn't be used if alpha is below a very low value (such as 0.001). It's an issue I noticed when implementing interleaved gradient noise in Godot for 3D materials :)
@@Calinou That 3D material noise sounds interesting, care to share some more info on that? I'm developing a renderer in Vulkan, always looking for new techniques to integrate.
@@Calinoujme souviens de ton pseudo punaise
@@CanularRadio :)
Dear god, it looks so sunny and bright. It takes me back to how maps looked in CS:S and that makes me very happy. I understand now why I dropped CS:GO so early.
CSGO looks depressing compared to CS:S
indeed it does@@sebastiangonzales46
CS:GO does look drab as hell and it's weird how Valve never really fixed it. Half Life 2 has better art direction despite the more outdated engine.
@@jorge69696 CS:GO used to look even more gritty and closer to military shooters on launch. I actually prefer that look but I don't play CS so my opinion doesn't really matter.
they should've called it Counter Strike: Source 2 heh
Unsure if Philip missing the "C" in "Canal water" in the description timestamps is intentional or not XD
Definitely not intentional! Great mistake tho
i reckon it is lmfao
Thought i was the only one who realized that
Who doesnt like some anal water 😊
The lighting on those plants near the start of the video are of particular note: they're translucent, ie. you can see the light pass through the thin leaves, giving the lower side a warm, yellow glow. It's rather nice.
That fixed pixel transparency thing is called "hashed transparency", at least in Blender. It's a type of transparency that bypasses the issues with proper alpha blended materials, specifically problems it has with depth sorting (rendering in front of things, or with a weird fringing around it when you see another alpha material through it). For the more technically minded, alpha transparency normally has to be done in a separate pass, whereas hashed transparency can be done in the main one, so it integrates with lighting and depth more cleanly. It's just, y'know, a bit grainy looking. TAA and / or supersampling tends to smooth it out a bit, though.
Reading this made me feel smart and stupid at the same time. Would read more.
@@epoch151 Yes, but multiple renderpasses and some depth sorting is still necessary in forward renderers.
While I’ve seen pretty graphics before, these new levels are some of the first rendered images to illicit the same sort of emotional response I have seeing these places in real life. Seeing the wall paintings and such just makes me imagine standing there in real life taking in the atmosphere and the whole breadth of sensory inputs. If we were to create a second Earth in VR we’re rapidly approaching the point where graphics aren’t a factor holding us back anymore. Living in the borderline arctic I wonder how long until we’re capable of convincingly simulating summertime beaches in the midst of winter lol
It's the baked ray traced lighting bouncing off the walls and surfaces. It's so pretty.
I think this kinda explains it for me, why Source 2 looks so natural compared to UE. Even though UE is technically a more advanced engine.
One small detail in the water I do still miss in CS2 is how it doesn't have the rushing effect against the shore line as seen on 11:21
The "annoying" pixel water is a sort of dithering. Its way more performant than using actual transparancy, which can be suprisingly heavy to render correctly. It might also be that it just didn't render properly as transparancy can have some funky render issues due to the depth, color mixing and all that jazz. I am no expert however, I aknowledge the holes in my explanation looking at other water and windows in the game. So feel free to correct me but this is what I've experienced in my little VR development experience.
Valve please give me that tasty inferno
tasty inferno 💀
You will get it in November
new phallic description dropped
11:19 Wow. This scene in particular sticks out to me instantly as being photorealistic.
I love that the trims and bricks are no longer disgustingly different color from the walls. They actually blend into the walls now and it feels like they're actually a part of them.
Man, your videos are always so fun to watch, from editing and delivery to sense of humor. Thank you for making me appreciate something as small as an even less playable area that I'd never even see in all likelihood.
I would love to see you remake that Island Domination map in CS2. And wow Jordan looks beautiful.
Hoe many times a year do you vacation Phil? always seems like ur somewhere. Valve is going to publicly drop CS2 and Phil will be in Vietnam, Mexico or something
Thanks Phillip for giving us this new update via your vacation schedule. Please keep us posted on your next holiday.
Philip taking a trip and making comparisons of actual irl places to the game's one still amaze me. That's what I call dedication and appreciation of details.
So, just a random thing that I want to point out: 2:30 - That AWP model is gorgeous. I don't know what it is, but there's something about it. I especially love the little details of paint on the black parts. Oh and also, that "scoping" sound is great.
I always find myself rewinding sections of your videos because they're so fun, like 10:39 . Thank you for the hard work!
these videos are consistantly wonderful. i love the passion for detailed graphics and the weird humour and how thorough they are. i will drop everything to watch these videos when they come out. i've never played cs and probably never will
Fantastic video, love the topics you chose to focus on, the visuals were very satisfying and your delivery of the lines is just perfect. Keep it up 3klik!
The reason why even your 4090 chokes looking at the waterfall is because of overdraw. All these splashes are alpha textures so semitransparent. Overlaying these causes the gpu to need to shade each pixel multiple times which hammers performance.
Absolutely gorgeous. Getting so hyped to try mapping for CS again :O
It will be inferno for sure.
"Yet." You blind and illiterate fuck
Oh, the irony.@@Spookoffi
crazy that it's been almost 7 years since the first Inferno remake tbh. The new one looks immaculate compared to the "old" one and even the first inferno remake looked mindblowing compared to other non-remade maps.
Nah, it will be community maps for sure. Valve maps still priority optimization, they are downgraded many aspects in term of graphics to make it runs better on low-end PCs.
I am not sure. The new inferno doesn’t look like an actual real place unlike the CSGO version
It was fun seeing you in Cologne. I was looking forward to this video
I'm utterly impressed how valve can make this much from so little. The art direction is absolutely genius.
switch between game and then your real life vacation videos is always refreshing and always look good
6:47 :O
6:57 "Here bullet decal fade-out length is measured in centuries" Banger line
7:41 Genius transition
9:27 Love it
Great Video!
Loved the Sirocco easter egg, almost missed it
Ooh the Scirocco jokes are getting very subtle! Glad I didn't miss that one, love it! 2:52
Only you Phillip could compare the mountains of Petra to the jagged source 1 engine, I love how you exist for this purpose
I love these videos, thank you mr phillip!
i don't know what i like more in these update videos - seeing the big graphics improvements and wonderful lighting or philip's pure awe, wonder and excitment when describing it (it's the latter)
I don't know why it's so nice to watch these videos. There's something almost soothing about them.
Cant wait to see your thoughts on italy!
My guy
Your uploads make me excited
Your videos make me laugh
The nostalgia is basically forced in every video
I love it
Thank you
I love your content so much!
4:04 i like how philip just inserts a link into the subtitles lol
phillip's videos are just so entertaining for some reason
Such a good video, astonishing
I listened to this episode on my home theater and maxed out the subwoofer level, your voice is so bassy that my bed is vibrating, love u Phillip
absolutely beautiful map, skybox and water especially.
Loved every second of this video
Hi 3kliks, this is one of your best videos in my opinion! It has a perfect mix of counter-strike news, game mechanics, other games and real life traveling.
on that first cs-cs2 comparison wipe i out loud said "gawd dayum"
i havent even played cs in a few years and im genuinely excited to play cs2 once its fully ready, i already have access to the beta but im holding off until they say its done
Your reactions are hilarious xD
That glass breaking is really good looking, and I'm talking from experience. (all legal dw^^)
Would be really cool if they made it settle below and make cracking noises as you walk over it, making it a mechanic to prevent being snuck up on.
Kinda like the water on cobble used to do, but something players could control the state of... They could even make it disappear if a grenade went off near it, since that pulverizes glass quite a bit. (trust me)
what is this man up to
I wonder if we can find more correlations with 3kliksphilip going on vacation and Valve releasing more updates.
Such as:
-distance traveled
-time spent on vacation
-time spent traveled
-money spent
And if all of those variables are, more = bigger update, we could in theory force 3kliksphilip to go on a long expensive vacation on the other side of the globe, and in theory Valve would release cs2 on the same day
Man, the phrase "what a time to be alive!" encapsulates so perfectly the gratitude and joy I feel for having the opportunity to witness such amazing things. Hold on to your papers, indeed.
We're forever grateful for your vacation services!
I always look forward to your videos they're so good but they can be better I'm a little biased towards your brother kliksphilip lol... Thanks for making a video on my birthday:D
man that is a seriously pretty map
honestly might make wallpapers from screenshots when CS2 comes out publicly
I like the skybox on the new Anubis. Nice video 3kliksphilip :D
I love all the new lighting and materials in cs2. You scrubs just aren't used to looking at true pbr things in the context of cs. It's amazing. I can't get enough
Anubis is actually gorgeous in Source 2. Especially the water effects
I love 3kliksphilips videos. Not to be parasocial but he seems like a great guy, from all of which I've gathered from over the years. And the music, the editing, all of the effort put into things most would never notice, I appreciate all of it a lot
blue noise dithering was used for the fade out effect, extremely common technique used for 30+ years because it's fairly cheap for GPUs to do.
Thanks for the new upload philip-san haha
"Hey boss, the CS2 update is ready!"
"When is 3kliksphilip next going on a trip?"
That Operation flash point music in the beginning!! Memories of my childhood 💖💖💖
Anubis already looks beautiful to me and more vibrant than most maps in CS:GO, so I'm quite surprised at how much CS2 improves on it.
For some reason that thing at 4:05 really annoys me lol. Also the water doesnt have any waves hitting the shore which makes it look little odd to me. I really hope valve devs watch your videos and see how we appreciate all these nice little details. Great video!
I love this guy.
PS.: He works for Valve
idk what it is with this video but it feels a little better than the other ones.
I barely play csgo anymore but I love watching your random breakdowns 😂
I see you have finally dared to change it. Maybe you've been using it for a while and I've never noticed, but I love the new rendition. I look forward to a full upload.
I'm absolutely loving the humour in this one
Mr Lip, I hope you look into what the hieroglyphics on the best looking CS2 map translate to. Could be another interesting video.
I like how these videos are perfect for people only interested in CS2 Graphics because they want to play it, and those interested in Source 2 and what Valve does with it
I don't think you should worry about getting sidetracked, It's why I watch you and what makes your content interesting. (=
Love how the vines look. I never found it possible to make long ones that wouldn’t obnoxiously clip AND be noticeable.
The water pools look weird to me, because the walls next to it aren't wet. In Canals i didn't notice, because the stone in the fountain does not look quite as different as sandstone should. The map looks awesome overall tho. Also awesome video.
Lol, 15 minutes after your tweet CS drops an update! The timing is fucking impeccable
I can't believe you managed to make a fourth video about your trip to Jordan
I cant wait for CS2
thank you for video I really like them
11:19 Wow that CS2 water, just mind blown.
I think it uses the pixellated dithering fadeout instead of proper transparency because with actual transparency, you've gotta figure out how to reshade anything behind it to a different color and also factor in the other transparency effects behind or in front of it and you could have overlap issues and etcetera. Meanwhile, for the dithering it just has to check if the pattern says it should render one thing of the other, and it picks that option. No overlap!
This lighting is so beautiful, i almost want to go back to mapping.
"Almost" indeed, since we're well into the era where in order to make something that looks as nice as the stock maps, you need an army of texture and model artists at your disposal as well. And unlike TF2, there is no repository of ready-made custom assets to pull from. Or like, any mapping community of any sort. Just insanely talented people who conveniently already know each other from somewhere else.
@@stevethepocketI'm not gonna claim I am an expert, but out of curiosity I watched a few Source 2 Hammer tutorials, and the mapping process is completely different from Source 1 Hammer. Someone even showed that you can make a "good looking map" using dev textures (they made a like a sci-fi arena with them). I assume that with it's more "modelling" like approach you'd need less unique models. At least I would hope.
I love the Two Minute Papers reference :D
what a time to be alive!
about the bangers in cs 1.6 maps like Italy; in Brazil we had the cs_rio custom map, wich had within some walls a RAP song about police and thieves, and the name of the song is Rap dos Terceiro; and in the same map, at another location, in a bar, a radio playing a Samba classic called A Semente... That was THE golden age for my childhood 🥲🥲🥲
Looks great
I have never played a single game of Counter Strike, and yet I can't stop watching these videos.
the flashpoint theme at the start made me physically pog
that "have fun" at the end sounded more like a command
Im really surprised philip didnt talk about the new water physics (and speed boost? Maybe glitch) in the water by ct spawn. If you crouch and hug the fence you push water around alot more than normal and uou move slightly faster.
Your videos are really cool!!!!!11!!
The best cs youtuber of all time
That band from overpass moves to Anubis with its new song 🔥🔥🔥
I would love if broken glass stays on the floor. And when someone walks through, they make a sound. Would be another great sound cue to play around.
Its astonishing just how much that upgraded lighting can make a game look a million times better
The main shortcoming of HL2/Source1 lighting and materials is that there's no real accurate lighting. Light can only shine onto a surface as a combination of 3 directions. They saved 3 lightmaps per surface, each one representing light (and its color) that was shining from each of the 3 directions. This was like a super duper coarse version of storing light probes at each lightmap texel that represents all of the light hitting that point on each surface, where instead of having something like spherical harmonics it's literally just storing light from 3 directions. This was OK if there was only one light source shining onto a surface, but once you had 2 or more the normalmapping starts to fall apart.
CC going crazy on the first couple seconds