To sign up to Revolut and for a chance to win tickets for Blast and a backstage tour (and more!), check out this link: www.revolut.com/blast-giveaway-3kliksphilip
unironically this is the first time ive seen someone be sponsored by a company im actually a customer of been using revolut for a pretty long time, both personal and business, great experience. fun fact, theyre the only bank i could actually open an online account at for my business since every other bank's online enrollment system literally didnt work
The drastic jump between extremely well thought out experiements and recording data to random comedic bits make your videos such a pleasure to watch. I gain a lot of knowledge whilst also enjoying the video. Truely a master at your craft!
As a tf2 player I was expecting the video to be about LOOKING at the HUD slowing you down, since a lot of people in the tf2 community swear by custom HUDs as they often center your health and ammo, meaning you don't have to move your eyes as much to see that info.
I'm often annoyed by the fact that the HUD is a bit too far away from the crosshair and hard to read in CS2, but that's a reasonable concern, so I'm not surprised the CS community is instead more worried about dropping from 400 to 350 FPS. Clearly, that's the reason they can't rank up lol
Strongest possible disagree with this degeneracy. I do not know when the climax of the narrative is approaching without that synth. I'm staring at the end screen of the video unable to move or think. Help
@@bbblop4545Clipping issues everywhere messing up jumps. Try walking into the toilets on vertigo and close the door, a perfect timing will make the door stuck in "you" and no one can open the door until round end😂
The condoms pouring out his wallet during the sponsored segment killed me. Nice one, Phillip - always somehow slide the funniest bits in when I least expect it
I'm glad the last part of video mentioned fps vs frametime and how small changes in frametime can cause a big variance in fps at high fps. Frametime is the correct way of analysing the situation because frametime is basically your budget of how much can you spend before your game starts dropping frames (assuming 60fps for example) and that's how developers look at the problem and make optimization adjustments. If something adds 1ms of render time it can decrease your fps by 10 or 1000 depending on the cost of the rest of the game. What makes sense is to ask, does this component costing 1ms make sense or not and not how much the framerate varies
I'm glad you're taking sponsors man :) by far the most consistent and dependable TH-camr on CS. Your videos are invaluable to the community and we thank you.
Be gabe make csgo make up some bs propaganda to not upgrade to 128 tick servers (People have bad PC :( :( : () fast forward to 2023 still didnt want to change tickrates for low pcs releases cs2 throws everyone under the bus But hey we got subtick right?
So there's no fix or settings to improve cs2? Last time i played csgo everything feels smooth and responsive, and i cant get it in cs2. I just got into cs2 lately but im probably gonna quit soon
I appreciate the logical approach and explanation in this video. I see too many CS and TF2 players completely ignore frametimes and then complain that a game is unoptimized, as if 400 -> 200 FPS is the same as 160 -> 60 FPS, when it's just not. The truth is that the HUD has next to no impact even if the numbers can be misleading.
It's not just surface area that affects rendering performance - it's also perimeter. Graphics cards draw pixels in 2x2 groups, so along the edges of each triangle, there are going to be some of those pixels that aren't used at all. Worst case scenario, you're computing 4 pixels and only using one. And that pixel might be covered up by something else that's drawn closer to the camera.
Thank you for talking about frame times. Most people don't understand them and think they need the most fps possible, when there's much more to it than that.
Hey 3kliks, thanks for covering this! Not sure if you saw my AMD anti-lag video comment, but if not then there's 2 more things I would love if you covered! Reposting it here just in case: There's a few things I can point to that are drastically impacting performance in-game currently. (Though I'm sure more would be revealed upon investigation...) 1: Molotovs, especially on high Model/Texture detail, destroy FPS normally (300 to 240 fps average), but it's nearly unplayable while using a scope. (300 to 100 fps average) This is really noticeable in situations like holding banana on inferno or cat on Dust II while there's a molotov burning. Lowering the Model and Texture quality helps a bit, but it's still costing like 50% of your performance while double scoped looking past a molly. The new CT molotovs are much much worse. Dropping me from 300+ FPS to under 60 if you have to get the scope any where near it. 2: Viewmodel. This was covered by this video! Thanks again! 3: Opening the scoreboard as of the more recent updates, now takes away 50% of my FPS instantly. From 300 to 150, sometimes even worse than that. Edit: You can use cl_radar_square_with_scoreboard 0 to get a big boost back, but the scoreboard will still eat FPS for no good reason when open. But this keeps it in the 200s for me (in a solo Mirage map) rather than low 100s. I've emailed the cs2team@valvesoftware email outlining these issues. The moltov issue I reported and demonstrated back in January. It's never been addressed. And still persists today even after the updated molotovs. Thanks one more time for covering this, I'm hopefully Valve does a performance pass for this and the other issues I've listed soon!
Is he? I think he looks pretty good for an accountant turned video game youtuber, and especially good considering his frugal nutrition habits from the how 2 eat like me videos, but he does not look above average.
I appreciate the frametime discussion at the end (though i think it should come sooner!) People fail to remember remember that FPS as a measurement means almost nothing, especially at high fps. "an extra 20 FPS" can mean something HUGE or absolutely nothing, especially when accounting for overheads.
For those still wanting to play GO, you can still play CS:Source Offensive mod for CS:S. I feel like this mod should get more attention especially for those who can't play CS:2. (Ik its 10$ to get CSS but still)
Pure Pwnage episode 5's "FPS Doug" aka "Boom, Headshot" premiered 20 years ago on July 19th. The callout was a few weeks short of this fact, but still happy to see that it still ilves on.
fun fact, in minecraft the hud is absolute murder for your fps, especially the f3 menu, and you can test this just by using a third party fps counter and pressing f1
If there is one thing I took away from this video, it's that quake viewmodel gets yet another W in my book by boosting fps. Man, I love quake viewmodel.
I'm glad you said at the end about potato PCs - my best friend cannot run CS2 at a stable 60fps and it sucks because he'll just get mad at the game and lag so it's good to see people be considerate towards lower end specs which is something I admire about ur "benchmarking" videos :^)
csgo was one of the easiest games to run, tbh i'd also be angry if i suddenly could neither run my favourite game, nor return to the previous version which i could run
Worth mentioning frame pacing as well. I would say that it contributes to a feeling of unresponsiveness even more than high average frametime. I'd rather have a solid 16.6ms than a fluctuation between 6 and 16.
I have always wanted to be able to just get rid of viewmodels entirely so I could see so much more of the screen. Knowing that this would increase fps makes me want that so much more
To me, as someone who did a lot of computer graphics stuff (OpenGL and GLSL), it was obvious that game would run at higher FPS without HUD or viewmodel, and also that different weapon models would get your different ammount of FPS. But I was surprised to see that CS2 uses this intense occlusion culling method than even your viewmodel can occlude geometry. And also comparing frametime was the right decision, comparing FPS difference at 30-40 and 1800-2000 makes no sense. Good video 👍
this reminds me of how old school ps2 games such as battlefront 2 disabled fps viewmodel only on Console despite the PC version having it on, they understood this concept 100%
damn the ending made me think a fun video would be which agent skin slows your pc the most, so you could play on the most fps demanding agent to make your oppenents have that 2 fps less to use
Comparing framerates directly or via percentages is generally considered bad practice in game dev/optimization. Framerate is a non linear unit. Frame time percentages can't be compared between different framerates, ex your HUD rendering % will be heavily skewed based on the scene rendering time. It's generally better to calculate the time spent in milliseconds per frame. This will give you a more repeatably measurable cost for example, how many milliseconds it takes to render the HUD. If it takes 0.5ms to render the hud, that will hold true whether you're running at 200fps or 900fps
Finish the video, he said frametimes at the start as a Chekhov's Gun. I think if he had only shown frametimes for the whole video, it might have made the different less impactful for people who aren't familiar with the difference.
i used to play csgo i loves it i still do as i still watch your videos and i am updated on whats going on in the game but my laptop just dont give me enough pfs to enjoy, i dont play it anymore
This was a great video. I'm not sure if you can toggle rendering that stuff off in a real match, but If someone wanted, they might be able to bind a key to toggle their HUD, kind of like showing the scoreboard.
Appreciate that you talked about frametimes. Rendering something like your hud doesn't take a constant number of FPS, it takes a constant (ish) number of milliseconds or microseconds. Using framerate as a metric is just confusing and misleading.
Fun fact, i have quite new pc that can handle cs2 at 300-400 fps on max settings. But whenever i hold tab, my fps drops to 120-150, or on anubis to sometimes even 60-70. FUN
Pressing tab actually kills fps. I have a (what I consider to be a) solid PC, but checking the scoreboard usually drops me below 100fps, while I usually run at 240+ fps (matching my refresh rate) without issues.
@@toks1matas For me i never notice the change in fps, but sometimes when i have to many things open in the background and play on any newer map (ancient, anubis or inferno) tab might kill my fps and cause stuttering in all animations etc.
Not only is the game barely able to support 10 people on a server, but in many cases you can determine where your enemies are just by looking for FPS drops, which simply increase the closer enemies are. It's even more noticeable in certain situations (CT Ancient, spawn) where can you face away from the map and then pan around, note the FPS drops, and then easily be able to determine which site they're working towards. It's pretty ridiculous to still have these issues in a competitive game, which can easily be used as all kinds of advantages. Or, in the simple case of someone with a lesser PC, all kinds of disadvantages. Great video! And Valve, please fix.
I was so hoping you would try the score screen as well... I know it's unlikely to be up when in a fight in game, but I've noticed that on some maps my fps basically get halved when the score screen is open!
Great video! I mean intuitively it all makes sense, everything has cost in performance. And it does seem like CS 2 needs optimizations, but I think for a reasonably good looking game it's performance is not bad and all of these things make the gun more enjoyable IMO :)
I'm honestly surprised at the difference of fps increase in GO and in CS2. We all have known that GO was moderately optimized at the later stage of its development, but that increase of ~450 fps just from hiding hud is astonishing. Source 2 is clearly doing it in different way, since we cannot see that huge of a drop in fps anymore. I'm for one happy for it, it shows that source 2 is optimized right from the start, and it's working pretty good with tools it has at its disposal, though people do have issues with it like that 30fps increase just from swinging a knife. That sounds more like a game engine issue than a cs2 issue. After 9 years of development, i'm surprised it still has some minor issues to fix.
The conclusion I would have drawn from that first video is "Wow, this game is so well optimised that evn putting away something as insignificant as the viewmodel still improves my performance!" Guess it could also just be glass is half empty/half full.
Try with skins, instead of default. I've noticed default skins have some internal components and the top 1/3 of the magazines worth of bullets rendered internally. This is visible if you manoeuvre spectator cam into a dropped default weapon verses a dropped skinned weapon.
At the end of the day, input latency is affected by system latency and system latency is better with a framerate cap at a stable framerate the hardware can handle. So whatever you got, the best framerate is the framerate you can be consistently at, not on average. That's why 1% lows are the useful metric to target, typically that target falls within the refresh rate of monitors which means you can benefit from sync technologies to not only have the smoothest but also the most responsive and consistent gameplay while consuming less energy thus dumping less heat in your room and saving on the bills while at it.
The HUD elements cause my CS2's frame render time to spike when they are first shown, especially at the death screen. Subsequent times do not cause spike as the elements appear to be loaded in memory. For example, I get 7.5ms on average, join a new match and get killed for the first time, it would spike to 30ms or so and cause a brief noticeable stutter once. Other HUD elements that weren't loaded before in the UI can also cause a small spike and stutter. This is with a very good PC.
cool! I didnt know the weapons were part of the 3d culling, I always thought they were 2d shapes drawn on top of the scene, like the ammo or health indicators.
Normal people videos:This pro player is better than S1mple!!! 3klilsphilip videos:Does welding more cpu cores actually make you shoot faster?Lets try it out
For the GPU cost of actually rendering the weapon, my best guess is it's less about the poly density of the weapons and more about how much of the screen it is taking up. I'd imagine the gun shaders are doing a lot more complex per-pixel calculations than standard surfaces. Things like support for rendering stickers or maybe higher quality PBR shading to really show off those weapon skins.
To sign up to Revolut and for a chance to win tickets for Blast and a backstage tour (and more!), check out this link: www.revolut.com/blast-giveaway-3kliksphilip
ok
GAMBLE
ok
No, but that's ok get that dosh Phil you've more than earned it oi oi oi
unironically this is the first time ive seen someone be sponsored by a company im actually a customer of
been using revolut for a pretty long time, both personal and business, great experience. fun fact, theyre the only bank i could actually open an online account at for my business since every other bank's online enrollment system literally didnt work
Switching to your knife is faster than replacing your graphics card.
i thought you said reloading your graphics card 😭
Even faster is just not running the game. The rest of the CS community will have to watch out for anyone who figures that out.
Using an AWP is slower than USP (literally)
But not necessarily cheaper
And about the same cost
"Your PC runs faster with a knife" Brilliant.
I can make anyone run faster with knife.
🥸
@@Smyril 😂😂
The drastic jump between extremely well thought out experiements and recording data to random comedic bits make your videos such a pleasure to watch. I gain a lot of knowledge whilst also enjoying the video. Truely a master at your craft!
As a tf2 player I was expecting the video to be about LOOKING at the HUD slowing you down, since a lot of people in the tf2 community swear by custom HUDs as they often center your health and ammo, meaning you don't have to move your eyes as much to see that info.
I wonder how costum huds work in cs2. Becose in tf2 it is easy to se up.
Wtf is that sweatyass thing
CriticalFlaw ftw
I'm often annoyed by the fact that the HUD is a bit too far away from the crosshair and hard to read in CS2, but that's a reasonable concern, so I'm not surprised the CS community is instead more worried about dropping from 400 to 350 FPS. Clearly, that's the reason they can't rank up lol
@@QuintessentialWalrusdidn't cs2 have a setting to make the hud closer?
Breaking: Rendering stuff needs more resources than not rendering the stuff.
Pro Tip: Closing the game could speed up your pc by a lot.
Oh my god a modern 3k video without Caboosing. Thank u Mr pil,lup, it's good but it doesn't need to be here EVERY TIEM
I miss it already..
Strongest possible disagree with this degeneracy. I do not know when the climax of the narrative is approaching without that synth. I'm staring at the end screen of the video unable to move or think. Help
I knew something was wrong
RETURN THE CABOOSING 3KLIKS
mr pil,lup,
I never really thought about this until now, but I've been watching your content for 11 years now Philip. Thanks!
8:05 I like that the gun shot matches up when he says "could"
because he was actually shot while saying that
mr. fluffykins is never filler
He fills my heart with joy
@@Nogalacan2 i love how mr. fluffykins always fills me up with joy
The biggest question is: Did the release of CS2 fix the stair clipping in tunnel?
3clipsphillip
I don't think it has actually. I remember in a game recently getting stuck a little bit as I was going up the stairs on the inside.
@@bbblop4545Clipping issues everywhere messing up jumps. Try walking into the toilets on vertigo and close the door, a perfect timing will make the door stuck in "you" and no one can open the door until round end😂
@@stalinzd2580 DOOR STUCK 2
and can we upscale it ?
kliksphilip's musical bangers never fail to be enjoyable
defiantly love his musickit. it makes my game sooo much better. everytime i feel good opening the game.
The condoms pouring out his wallet during the sponsored segment killed me. Nice one, Phillip - always somehow slide the funniest bits in when I least expect it
Did you just call his wiener a 'funny bit'?
@@3rdfriend Great, my funny bit just went up when i read this comment.
This is the kind of hard hitting journalism I’m subscribed for
Truly a master of “show your work”: 2-1=1. Thanks Philip for the good good content❤️
I'm glad the last part of video mentioned fps vs frametime and how small changes in frametime can cause a big variance in fps at high fps. Frametime is the correct way of analysing the situation because frametime is basically your budget of how much can you spend before your game starts dropping frames (assuming 60fps for example) and that's how developers look at the problem and make optimization adjustments. If something adds 1ms of render time it can decrease your fps by 10 or 1000 depending on the cost of the rest of the game. What makes sense is to ask, does this component costing 1ms make sense or not and not how much the framerate varies
I really like all the little details (such as the footage subtlety syncing with the music) you put in your videos.
I'm glad you're taking sponsors man :) by far the most consistent and dependable TH-camr on CS. Your videos are invaluable to the community and we thank you.
As someone who doesn't play CS anymore because I can't even run it at an acceptable gameplay experience I find this video very interesting.
Be gabe
make csgo
make up some bs propaganda to not upgrade to 128 tick servers (People have bad PC :( :( : ()
fast forward to 2023
still didnt want to change tickrates for low pcs
releases cs2
throws everyone under the bus
But hey we got subtick right?
Then don't play any games
🤔
So there's no fix or settings to improve cs2? Last time i played csgo everything feels smooth and responsive, and i cant get it in cs2. I just got into cs2 lately but im probably gonna quit soon
I appreciate the logical approach and explanation in this video. I see too many CS and TF2 players completely ignore frametimes and then complain that a game is unoptimized, as if 400 -> 200 FPS is the same as 160 -> 60 FPS, when it's just not. The truth is that the HUD has next to no impact even if the numbers can be misleading.
That moment when Philip runs around the city I live in just for an ad
I like the random rabbit holes you put yourself into. Keep it up!
Really interesting since i noticed huge FPS drops after the latest updates. Would also like to see the impact of shiny skins/stickers on fps.
It's not just surface area that affects rendering performance - it's also perimeter. Graphics cards draw pixels in 2x2 groups, so along the edges of each triangle, there are going to be some of those pixels that aren't used at all. Worst case scenario, you're computing 4 pixels and only using one. And that pixel might be covered up by something else that's drawn closer to the camera.
Always so thorough with the breakdowns, even when the subject matter might not seem worth it. Love it!
Answering the important questions as always. Thank you for your service.
crazy the time and effort you put into this vid. It really shows.
Thank you for talking about frame times. Most people don't understand them and think they need the most fps possible, when there's much more to it than that.
Hey 3kliks, thanks for covering this! Not sure if you saw my AMD anti-lag video comment, but if not then there's 2 more things I would love if you covered! Reposting it here just in case:
There's a few things I can point to that are drastically impacting performance in-game currently. (Though I'm sure more would be revealed upon investigation...)
1: Molotovs, especially on high Model/Texture detail, destroy FPS normally (300 to 240 fps average), but it's nearly unplayable while using a scope. (300 to 100 fps average) This is really noticeable in situations like holding banana on inferno or cat on Dust II while there's a molotov burning. Lowering the Model and Texture quality helps a bit, but it's still costing like 50% of your performance while double scoped looking past a molly. The new CT molotovs are much much worse. Dropping me from 300+ FPS to under 60 if you have to get the scope any where near it.
2: Viewmodel. This was covered by this video! Thanks again!
3: Opening the scoreboard as of the more recent updates, now takes away 50% of my FPS instantly. From 300 to 150, sometimes even worse than that. Edit: You can use cl_radar_square_with_scoreboard 0 to get a big boost back, but the scoreboard will still eat FPS for no good reason when open. But this keeps it in the 200s for me (in a solo Mirage map) rather than low 100s.
I've emailed the cs2team@valvesoftware email outlining these issues. The moltov issue I reported and demonstrated back in January. It's never been addressed. And still persists today even after the updated molotovs.
Thanks one more time for covering this, I'm hopefully Valve does a performance pass for this and the other issues I've listed soon!
very entertaining, charismatic and informative!.... very rare for people who talk about technical source stuff!
I lost it when u whipped out the excel sheet of the weapon drop offs. Respect sir
Can we just appreciate how fit Philip is?
You mean mentally? 😂
@@mikr13 💪💪💪
2fitsphilip
Is he? I think he looks pretty good for an accountant turned video game youtuber, and especially good considering his frugal nutrition habits from the how 2 eat like me videos, but he does not look above average.
6:46 had me on the edge of my seat
Woah this guy still exists?
Welcome Home Simon
Your videos are literally a mini research work, it really motivates me to do better at my work. 🥰💐 Thanks.
11:04 i love the water physics, as u dropped the gun , how the gun slowly and naturally fall and sank in water .❤
that was the best ad segment i've ever seen in months, gj.
I appreciate the frametime discussion at the end (though i think it should come sooner!)
People fail to remember remember that FPS as a measurement means almost nothing, especially at high fps.
"an extra 20 FPS" can mean something HUGE or absolutely nothing, especially when accounting for overheads.
why does this feel like the first 3kliks video in CS2 where he's using his iconic butterfly knife
he has an iconic butterfly knife?
For those still wanting to play GO, you can still play CS:Source Offensive mod for CS:S. I feel like this mod should get more attention especially for those who can't play CS:2. (Ik its 10$ to get CSS but still)
you can get it for dirt cheap on discount sales, I got css for 90 cents in January this year iirc
Or if you bought it ages ago, CSGO servers are still active on the Xbox 360 and sometimes have full servers
@@BottomOfTheDumpsterFire Yeah but that is still the same game version as when cs:go launched, so it's not really the same thing.
I love whenever your cat stars in your videos. Keep featuring him more, please!
Valve should add a command like cl_rendering 0 to disable all of the possible rendering to guarantee the most optimal FPS experience
Pure Pwnage episode 5's "FPS Doug" aka "Boom, Headshot" premiered 20 years ago on July 19th. The callout was a few weeks short of this fact, but still happy to see that it still ilves on.
This video feels like it’s treading the line between irony and absolute seriousness
I like all the gags in this video. Good direction, Philip.
I havn't played CS in years yet I still watch all your videos
Great 'License of Your Majesty' card you got there in your wallet at 1:24 Philip!
The FPS Doug reference caught me off guard LOL
That's the nerdy content that I come here for! Thanks for the time, I enjoyed this video
fun fact, in minecraft the hud is absolute murder for your fps, especially the f3 menu, and you can test this just by using a third party fps counter and pressing f1
If there is one thing I took away from this video, it's that quake viewmodel gets yet another W in my book by boosting fps. Man, I love quake viewmodel.
I'm glad you said at the end about potato PCs - my best friend cannot run CS2 at a stable 60fps and it sucks because he'll just get mad at the game and lag so it's good to see people be considerate towards lower end specs which is something I admire about ur "benchmarking" videos :^)
csgo was one of the easiest games to run, tbh i'd also be angry if i suddenly could neither run my favourite game, nor return to the previous version which i could run
I probably use the strangest UI in CS2 for my TH-cam shorts ❤
Great video
fantastic graph 3kliks, i see and appreciate you
One of my favorite videos of yours in a while
bro i switched tabs for one second and he's putting whipped cream on a keyboard
Worth mentioning frame pacing as well. I would say that it contributes to a feeling of unresponsiveness even more than high average frametime. I'd rather have a solid 16.6ms than a fluctuation between 6 and 16.
i dont think any other community of a video game can create a science research study out of the game ,CS is truly the gift that keeps on giving
I have always wanted to be able to just get rid of viewmodels entirely so I could see so much more of the screen. Knowing that this would increase fps makes me want that so much more
Philip doing Linus' work, thx!
Also dont forget your FPS counter also Lowers your FPS.
Your Music on that Revolut Add is just something else now I want a revolut card xd
To me, as someone who did a lot of computer graphics stuff (OpenGL and GLSL), it was obvious that game would run at higher FPS without HUD or viewmodel, and also that different weapon models would get your different ammount of FPS. But I was surprised to see that CS2 uses this intense occlusion culling method than even your viewmodel can occlude geometry.
And also comparing frametime was the right decision, comparing FPS difference at 30-40 and 1800-2000 makes no sense.
Good video 👍
Im just glad Revolut are sponsoring you. Pretty cool ngl
this reminds me of how old school ps2 games such as battlefront 2 disabled fps viewmodel only on Console despite the PC version having it on, they understood this concept 100%
damn the ending made me think a fun video would be which agent skin slows your pc the most, so you could play on the most fps demanding agent to make your oppenents have that 2 fps less to use
Comparing framerates directly or via percentages is generally considered bad practice in game dev/optimization. Framerate is a non linear unit. Frame time percentages can't be compared between different framerates, ex your HUD rendering % will be heavily skewed based on the scene rendering time. It's generally better to calculate the time spent in milliseconds per frame. This will give you a more repeatably measurable cost for example, how many milliseconds it takes to render the HUD. If it takes 0.5ms to render the hud, that will hold true whether you're running at 200fps or 900fps
Finish the video, he said frametimes at the start as a Chekhov's Gun. I think if he had only shown frametimes for the whole video, it might have made the different less impactful for people who aren't familiar with the difference.
@@ChrisD__ He lost my interest too early, cause the results he was sharing didn't instill confidence 😅
All kliksphillips videos capture my attention so fully, today i stepped into my dogs water bowl while watching this video!
His videos are chill, entertaining and informative. He really perfected the edutainment formula.
i used to play csgo i loves it i still do as i still watch your videos and i am updated on whats going on in the game but my laptop just dont give me enough pfs to enjoy, i dont play it anymore
I like how Philips has realised how dirty his keybord is up close while filming and went ham on it at 7:28, because he will clean it anyway.
Right?
This was a great video. I'm not sure if you can toggle rendering that stuff off in a real match, but If someone wanted, they might be able to bind a key to toggle their HUD, kind of like showing the scoreboard.
Appreciate that you talked about frametimes. Rendering something like your hud doesn't take a constant number of FPS, it takes a constant (ish) number of milliseconds or microseconds. Using framerate as a metric is just confusing and misleading.
Seriously - really good revolut ad :) cheers bro
Advertisement was actually worth watching
A 5+ minute 3kilks video is a treat! 🎉🎉
Babe wake up, new 3kliksphilip video just dropped.
Fun fact, i have quite new pc that can handle cs2 at 300-400 fps on max settings. But whenever i hold tab, my fps drops to 120-150, or on anubis to sometimes even 60-70. FUN
Pressing tab actually kills fps. I have a (what I consider to be a) solid PC, but checking the scoreboard usually drops me below 100fps, while I usually run at 240+ fps (matching my refresh rate) without issues.
At least it still works for you, after one patch it was crashing every time I tried opening settings or scoreboard
@@lukasor9936 Ohh damn, that is quite unlucky.
@@toks1matas For me i never notice the change in fps, but sometimes when i have to many things open in the background and play on any newer map (ancient, anubis or inferno) tab might kill my fps and cause stuttering in all animations etc.
I wonder if your PC is downclocking at all during that sequence.
the music for the Revolut sponsor felt like the beginning of a movie action scene lol
2:48 - I don't like knowing that this was 20 years ago. Doug might be a grandfather by now.
Thank you Mr Philips Klik!
I'm fascinated by this sound 04:03
Lookin good Phillip! Love seeing the case unboxing millionaire spreading the wealth out and about
I like when you let your silly personality taking over philip. Remembers me of the beginning of your youtuber career.
Not only is the game barely able to support 10 people on a server, but in many cases you can determine where your enemies are just by looking for FPS drops, which simply increase the closer enemies are. It's even more noticeable in certain situations (CT Ancient, spawn) where can you face away from the map and then pan around, note the FPS drops, and then easily be able to determine which site they're working towards.
It's pretty ridiculous to still have these issues in a competitive game, which can easily be used as all kinds of advantages. Or, in the simple case of someone with a lesser PC, all kinds of disadvantages.
Great video! And Valve, please fix.
I thought i got less stuttering with m4a4 than the s equivalent in cs2 but i thought i was crazy thank you for clarifying 😮
I was so hoping you would try the score screen as well... I know it's unlikely to be up when in a fight in game, but I've noticed that on some maps my fps basically get halved when the score screen is open!
Great video! I mean intuitively it all makes sense, everything has cost in performance. And it does seem like CS 2 needs optimizations, but I think for a reasonably good looking game it's performance is not bad and all of these things make the gun more enjoyable IMO :)
I'm honestly surprised at the difference of fps increase in GO and in CS2. We all have known that GO was moderately optimized at the later stage of its development, but that increase of ~450 fps just from hiding hud is astonishing. Source 2 is clearly doing it in different way, since we cannot see that huge of a drop in fps anymore. I'm for one happy for it, it shows that source 2 is optimized right from the start, and it's working pretty good with tools it has at its disposal, though people do have issues with it like that 30fps increase just from swinging a knife. That sounds more like a game engine issue than a cs2 issue. After 9 years of development, i'm surprised it still has some minor issues to fix.
Phillip coming in to remind the cs community who is the king of data and data analysis.
The conclusion I would have drawn from that first video is "Wow, this game is so well optimised that evn putting away something as insignificant as the viewmodel still improves my performance!"
Guess it could also just be glass is half empty/half full.
Try with skins, instead of default. I've noticed default skins have some internal components and the top 1/3 of the magazines worth of bullets rendered internally.
This is visible if you manoeuvre spectator cam into a dropped default weapon verses a dropped skinned weapon.
That's because some skins use the old models.
At the end of the day, input latency is affected by system latency and system latency is better with a framerate cap at a stable framerate the hardware can handle. So whatever you got, the best framerate is the framerate you can be consistently at, not on average. That's why 1% lows are the useful metric to target, typically that target falls within the refresh rate of monitors which means you can benefit from sync technologies to not only have the smoothest but also the most responsive and consistent gameplay while consuming less energy thus dumping less heat in your room and saving on the bills while at it.
"Everyone runs faster with a knife" - FPS Doug
Applies to my computer too apparently.
The HUD elements cause my CS2's frame render time to spike when they are first shown, especially at the death screen. Subsequent times do not cause spike as the elements appear to be loaded in memory. For example, I get 7.5ms on average, join a new match and get killed for the first time, it would spike to 30ms or so and cause a brief noticeable stutter once. Other HUD elements that weren't loaded before in the UI can also cause a small spike and stutter. This is with a very good PC.
Players:we want balanced good fun yet competitive game
Devs:realistic water,shadows
never expected to "3k licks philp" to have a sponsor that is literaly a banking service.
My first time attending a cs tournament since I started playing in 2007 😈
I'll keep an eye out for you my honourable friend 🤪
cool! I didnt know the weapons were part of the 3d culling, I always thought they were 2d shapes drawn on top of the scene, like the ammo or health indicators.
Clean your keyboard. Dear lord.
I’ve seen worse
I've seen worse car crashes but you still wouldn't want to be in one.
Wash your hands too.
Normal people videos:This pro player is better than S1mple!!!
3klilsphilip videos:Does welding more cpu cores actually make you shoot faster?Lets try it out
For the GPU cost of actually rendering the weapon, my best guess is it's less about the poly density of the weapons and more about how much of the screen it is taking up. I'd imagine the gun shaders are doing a lot more complex per-pixel calculations than standard surfaces. Things like support for rendering stickers or maybe higher quality PBR shading to really show off those weapon skins.