The legs in L4D2 were apparently removed because they conflicted with the way the Jockey was implemented, in case anyone is wondering why. The files for it were unfortunately lost, but seem to have been dug up anew or remade for CS2.
@@itdobelikedattho8112 Not entirely sure, I was just told the Jockey is to blame. With how janky Source is, I wouldn't be surprised if the Jockey is to blame for all bugs in the game lol.
I was supposed to go to work in an hour but I thought 5 cool things about counter strike would be nice to learn in the time berfore then. I was immersed in the interesting points and eager to do some more research on them. I was hooked. I had 10 minutes left when I finished messing around with skyboxes but then... oh the horror... 3kliksphilip dropped the mask and unveiled his treacherous face. There were 3 more cool things! I rushed into the game testing out some one way smokes. 4 minutes left. I dug up my dictionary and learened the spelling for incendiary. 2 minutes left. I went back to the game testing out cl_crosshair_recoil 1 in CSGO and jumped into my car. I arrived 3 minutes late at work and I was fired on the spot. Since then my wife has left me, I have been kicked out of my home and my dog has been eaten by a bear. I am typing this comment from the library computer! I damn you 3kliksphilip! My foot would like to visit the shadows of your nether regions! How could you do this to me? Disliked and unsubscribed!!!
Small correction: The bear who eaten your dog has also now eaten your ex-wife. I may or may not have been involved in this but we don't talk about such unimportant Small details here.
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grenades ignoring skyboxes is going to be really interesting moving forwards, especially for maps like inferno. i wonder if they will have to alter the maps in the future to account for it.
I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
It used to be like that on Inferno in CSGO. It was reverted to have closed skyboxes again because CTs were able to keep banana smoked for the whole round by smoking it from A site. Also Ts were able to fake a ct smoke from mid. It was pretty bad.
Squad also does this pretty well, and it even applies to the proximity voice chat. I remember defending some small layered structure with a machine gun in one match and the way the shouts of my mates from the lower floor echoed up the staircase was awesome.
Looking down and seeing legs is such an underrated visual feature in fps games and it is pretty disappointing how many modern games don't do it. It grounds you to the environment and increases the immersion substantially imo.
I honestly don't like it cause all it does is block my view when looking down, especially in games where you do a lot of movement and they just end up in your face when sliding or jumping. I much prefer being a floating gun with arms.
It’s one of those things that make the game feel better even if you don’t notice it. Some people don’t like how it obstructs the view but IMO I think that complaint misses the point of the first person perspective entirely.
I loved the reverb effects in HL1 based games. Nowadays, there is so much tech like impulse responses and dynamic sound occlusion that can make sound design in games stand out. Glad they added a better system to CS2, even if it's not as lovely over the top as it used to be.
That grenade practice feature is incredible. Practicing nades was one of the most frustrating and weirdly difficult things about CSGO for me, that'll be a huge help.
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Modding is one of the things I miss from Counter-Strike, I know custom servers are still around, but it's just not the same anymore. The only reason I stopped playing Counter-Strike is because of how it veered into being predominantly esports focused and putting less emphasis on community servers. Valve pls fix
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Procedural animation and competitive shooter kinda don't go together super well. I prefer keeping things clean and consistent, even if it doesn't look quite as good (and to be frank, the alyx animations look really incredible)
@@masononemine1702 It doesn't look like it's done in screen space, which means it must be raytraced to give this quality. It looks very close to "ground truth", or how AO looks in raytraced animation and film CG renders.
@@unfa00 it's probably utilizing an effect I've imagined for engines like Source for a long time, but never had any knowhow to produce. 90% of the lighting in Source maps is baked, generated from path-traced lighting. What if the baked lighting _also stored the angle_ of its illumination so that models blocking that angle would cast a shadow? Seems that's exactly what Valve has done with Source 2, and it produces a far more temporally coherent shadow that doesn't change as much from shifting your viewing angle.
@@Something_Disgusting Valve has come up with ways of handling lighting direction without storing a lighting normal in the normal mapping shader I forget the name of. Basically lets you have shadows in the normal map instead of just lighting angles. I don't play CSGO so I dunno where it's used there, but those very nice looking large rock/gravel textures from TF2 use that shader, there's a whole paper Valve made on it that's cool. So it's possible this is done without storing everything but instead calculating it from other stored info for the lightmap bake
I teared up a little at the final bit of ut99, it was really amazing booting up a practice match with bots and doing all kind crazy stuff with modifiers, very nostalgic
I'm really liking the return of some the old music tracks in your videos. It evokes a nostalgia and creates an energy that keeps me interested. Fantastic vid, Phil
When you were talking about Valve asking artists not to bake AO or other lighting information in their textures, that's basically the case with all proper PBR texture implementations. In a game with Spec Gloss PBR for example, black sections in the diffuse map indicate completely metal surfaces. You can see why you wouldn't bake AO into the diffuse map in that case.
The new smokes use volumetric particles, I believe. I don't remember if that's the name, but it was first created for Alyx because traditional particle effects are only rendered in 2D and just face the player and it looks weird with the binocular vision in VR, so they created the new particle effect system that's rendered in 3d and changes based on viewing angle because it's an actual 3d object.
A good example of ambient occlusion (in a real sense) is how you don’t exactly have shadows when it’s cloudy, but underneath your feet it is still dark. Same goes for cars.
The wide-legged pose is actually the standard taught in most militaries for how to stand when shooting, it gives you a large upper body range left to right while giving you a much more stable footing while also being easy to break into sprint from. It looks goofy in CS, but yeah, it is realistic.
Using Half-Life w/ ray trace mod was a great choice of GoldSrc footage to use, and yes I'm enjoying the heck out of it. Also thanks for showing us you can't actually shoot yourself in the foot in CS2.
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0:24 The footage you are using is NOT Aureal A3D's sound in action. It is the Aureal A3D Rooms demo on Windows 7 being emulated with OpenAL Soft's HRTF through the DSOAL wrapper. There aren't even any echoes in the footage, as A3D's advanced "wavetraced" reverb cannot be emulated. You should have used PhilsComputerLab's recording instead, or Hiradur's recording from the Internet Archive.
7:21 Two very important spots like this are on Overpass that allowed me to get countless kills, the path from water to A because your shadow is cast right into the site before entering and the stairs below CT spawn tell you if theres a CT standing above them at the edge of the spawn on top of them when you're coming out of the tunnel below
So apparantly the reason the legs vanished is down to the Jocky and how thd players upper and lower halves are independently animated. I suppose something broke animation-wise when the jocky takes control and the easiest fix was a double amputation. Also! Having recoil on the weapon instead of the screen is so much nicer.
Philip is the only person that can keep me genuinely interested and enthralled with the behind-the-scenes mechanics of a game that I absolutely hate playing.
the follow recoil option reminds me of the counter strike source beta in 2008-2010 ish, you had a yellow square box around your crosshair that followed the recoil. I really loved it, it's nice to see this again!
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I'm also a person who doesn't play normal csgo modes a lot and just experiments within it, and that's why I was looking for a channel that would give me that kind of content (since most of it was competitive videos or open boxes) Until I found this channel by chance, because I don't speak English. And when I saw that their videos are not subtitled with the TH-cam system, I started watching most of them. Thank you very much for giving us this content.
very nice video again as always what i always wanted to do is play an aim map or something while I'm in the lobby searching for a game, not necessarily playing with the lobby but just having something to do while waiting, not having to leave my warmup to join a lobby
Hi Phillip! I wanna mention that I used your music kit ever since it was released and I love it. Thanks for venturing into music and giving that to us.
I'd like the grenade cam to be a permeant always on thing, like the follow crosshair option is now. They could have the smoke preview window only render the map and not display players so you can't use it to obviously cheat, just strictly perform throws. I think it would greatly encourage everyone to use them better and more often and make it easier to jump into new maps, not having to learn setups to take sites beforehand.
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I think it would make players too lazy. Having it only on practice is great, as it still make you have to memorize the smokes, thus, making the skill cealing higher.
@@AbissoInteriore I wouldn't label grenade throws under "skillful". More like work and tedium, something I think a video game should avoid. I just see it as a time saver and a way to encourage more grenade play at all levels quickly and easily.
@@Xyos212 i see your point, but getting better in this game is tedious itself. Aim routine, dm, kz, bhop, pre fire. Unless you are naturaly gifted, youll have to grind those things. Good util usage makes a big difference in any level, and the player who went on the tediousness to learn them should be rewarded.
@@AbissoInteriore That's fair. Its just my opinion, certainly not objective fact. I just like the idea of removing some of these pain points so more can get into the game and have an easier time playing new maps. I think removing some of that grind in one area allows the player to better focus in others, but I understand where you're coming from.
I think my favourite part about this new years of Phillip is his cat. I love his cat. Thank you Phillips cat. Keep up the great acting, you'll be a star in no time.
Both Left 4 Dead 1 & 2 have a horde limit of 30 commons. A far more likely alternative suggestion I heard was that the splitting of animation layers between the upper/lower torso in the second game made Valve's previous system break, and they abandoned it.
In the 90s, the best audio to be had was A3D which crapped all over Creative's janky EAX. The only thing EAX does is add different reverb. A3D on the other hand did audio wavefront simulation that made sound actually adapt to the shape of the environment, and it was leagues better. Then Creative bought out Aureal and killed off A3D instead of continuing to bring it to market due to its superiority. It sounds like game audio is finally coming back around on its own and adding its own awesome post processing to bring us the sort of aural experience that we already had 25 years ago.
Kliks, the leg movement system in Alyx was used in CS2 because it relies on the AI already knowing ahead of time where it wants to go. That, and it also does things to add a feeling of momentum to the movement. The same system can't be used in CS2, because the way player movement works would have to be changed to be more realistic, and the game doesn't know where you want to go and how you will go there until you do it
Somewhat repeating what I said already in another comment, but here's a summary: 1) Players in Source games already have momentum based movement with ramp-up and deceleration that would work with (via modifications to) Alyx's system 2) It probably wasn't added as it might be too distracting of a change to long-time existing CS players.
@@Something_Disgusting Distracting _and_ unpredictable. If I get shot in the leg, It's already partially the fault of the game for putting that leg where it did in that particular frame of animation. But players have gotten used to the patterns that exist now and how to account for it. Making it dependent on complex AI algorithms would add so much more complexity that it might as well be random.
Except that a huge part of CSGO's movement is momentum cancellation. As for the requirements for knowing what the character is going to do next still stands. (pun intended) You never know if a player is going to do a 180 while their leg just touched down for a forward stride or something. While the technology made major strides recently, it still has a way to go
@@AmBush2048 bruh the game can convey deadstops through weight adjustment in the body. _The primary reason this was not added is not due to it being impossible._ It is *easily* possible.
If I recall correctly, one of the reasons Alyx can do such good walk animations is because an entire path segment is precalculated, allowing predictive steps to be taken. The system can begin to shift in anticipation of a sharp corner that exists on its path, which is a very convincing and natural behavior. A player doesn't have a preset path they're trying to follow, so the rig is completely reactive. The system doesn't know where I'm headed. Limited predictions can be made but they generally won't look nearly as good as animations that consider an entire precalculated path. The classic example is sprinting in a wide graceful arc, then taking a hard strafe to the side and resuming sprinting in a wide arc. If this path is known in advance, you get what a football player might do - gently turn their weight into the arc, and as they approach the hard strafe start pulling back. But the animation system responding to a player must treat every segment of that wide sprinting arc as a place where a sudden strafe might occur and thus always be somewhat pulled back in case it happens. Great video! You have excellent structure, delivery, and editing.
I can finally bring my entire extended joint double decker family pack v.6.0.12.3 burger buffet family to watch this video together with me. What a joy.
Unreal tournament was THE FRIKIN BEST, thanks for giving me a nostalgia trip at the end of the video, none of my friends know the game so its nice to see you give it some credit for being such a good game. great video as always Mr. Philip
6:32 that's because the NPCs movement is known upfront, while the player movement is unpredictable. You could add slower deceleration from the players current movement speed and direction but that would make the movement feel more sluggish.
All walking in Source games is momentum-based, with a ramp-up and deceleration time that could allow for this feature to be relatively easily implemented for real-time movement. It probably wasn't added so that CS:GO players wouldn't be so disoriented by as large of a change in playermodel animations from the feature.
It's only now occurred to me that audio physics had dropped in quality as other aspects increased in quality, and only now am I realizing how much I've needed this.
It's good to see environmental audio getting a comeback. I think audio took a hit and regressed when Windows dropped support for hardware audio extensions.
I can't explain to you the nostalgia I got hit with when you opened UT99 in the end. My first fps ever. What was the mutator to get that red shock rifle again? The one that instantly blew up anyone you hit?
The game being brighter must be a gameplay change, not a technical change. They could have made CS2 look a lot prettier by giving environments a larger spectrum of the darkest dark and lightest lights, like a real summer day. A huge difference for me when I tried CS:GO again after playing valorant for some time was the fact that the former does not have player outlines while the latter does. Unless you have an exact picture in your mind of how the sight line should look without any players, it's harder to spot stationary enemies while you peek a corner. This was a problem for me especially on Ancient. I think this is one of the reasons valorant can have the same weapons for both sides while in CS the defenders have to be nerfed. Valve can't add outlines to CS because it would clash with the game's style, and making the map distinctly brighter is a nice workaround. The player models are much darker than any objects inside dust2.
6:36 the reason for this "awkward wide legged pose" is because that's how you're supposed to stand when you shoot a gun. if your feet were closer together it would be harder to control recoil. cs is a pretty tactical game so it kind of makes sense that characters are always maintaining good shooting posture when standing still.
I'm very confused why people think this change matters at all. You already knew who threw a smoke because there's an automatic radio chatter line when your team throws one. They likely made this change just for spectator clarity.
@@Banshee523 It's looks cool, It also Let your teammates if you are T or CT and give free smokes to enemy. So don't die dropping smokes in the ground 😂. Now your mates will know
I'm so happy about the whole sound update. I used to rely mainly on my sense of hearing. Damn! Locating enemies by sound and following them with the crosshair through the walls like there's nothing happening was so easy back then even with the cheap panasonic stereo headphones!
Holy shit, is the moving crosshair just like a regular feature that you can use whenever? That's actually amazing and addresses one of the parts of the game that I disliked the most
Bomb radius and damage calculator reminded me of that tool i made, i wonder how much I'd have to change for it to work with source 2 though, since I have no beta access. And having it in-game would greatly improve usability by not requiring downloads or anything
Footstep radius is nice. Was going into a workshop map with footsteps and trying to hear the max footstep range on max volume was a pain. My testing was aout 25m to 30m is max range. I can only hear about 10-15m unless I 2-3x my volume.
A lot of games handle gunshots by having the gunshot sounds be isolated (like it's basically a quick "BMPH!"), and then having separate tail audio sounds (like indoor or outdoor) that get played alongside the gunshot. Seems to get the job done pretty well.
I find the follow recoil option for the crosshair really interesting. I could never get into Counter Strike as the seperation of crosshair and actual aimpoint annoyed me beyond belief.
i consider it bad game design lol, but each people with they own taste, i really hated taht i had to aim to the ground to almost hit a headshoot, i don't care about recoil and sprays but the crosshair should represent the aim.
The game looks fresh with the brighter global illumination and new vfx, thanks 3kliksphilip! I love your channel and how your winning style (music etc) is still on brand!
What I just noticed when you talked about the commands and stuff is that I am now really interested if they changed the prev. game records and therefore the player ui. This was a pain in CS:GO as someone who used it just from time to time but could be so easily improved. Awesome video as always mate.
''hl1 was correct'' i wish more devs would admit this. Shame u didnt mention the other source game that had a visible body, dark messiah of might and magic.
I remember way back in the CSGO beta, being able to see your own shadow was one of the most common requests. I almost can't believe it took them this long.
I think you might still be able to do multiplayer in UT4, ask in the r/unrealtournament subreddit and they'll hook you up. Just have to change the Master server since Epic killed the official one.
The sound you showcased for HL1 is actually the inferior 2D Miles sound engine that all Goldsrc games on Steam use currently, it used to use EAX 3D audio which sounded absolutely awesome if you had the hardware, but sadly Valve patched it out of the game around a decade ago. Game audio effects and 3D audio got wiped out when Windows Vista launched because it removed the backend that EAX used, game 3D environmental sound never fully recovered sadly. It is nice to see Valve shining a spotlight on environmental audio again though, this decade could mark its triumphant return to PC gaming 👌
This reminds me of my first time finding out about ambient occulusion and other types of lightning in source games, i didnt see real life the same way for a month.
I think the reason why L4D1 was the only Source game where you could see your legs was that the legs could actually get in the way. While most of L4D maps are horizontal combat focused, there are a few spots where verticality can come more into play, and some areas where you needed to defend and look down to shoot zombies is where the legs could get in the way. I think Valve only tried it once, and when they realized they could potentially be a flawed mechanic to the game, they scrapped it for the sequel and never tried it again for another Source game. I think CS2 motivated them to try new things again and make the game more "modern," so they added the legs back in since a lot of AAA games also seem to feature legs. They could still potentially get in the way if looking down, but they also show if your feet are sticking out of a corner, so they do serve a gameplay purpose compared to L4D, where it was mainly comedic.
The reason sound in video games has regressed is because Microsoft noticed a lot of stability issues with Sound Blaster drivers which caused them to stop supporting hardware accelerated audio from Vista and onward if i am not mistaken. It is really strange to look back at all those fancy audio peripherals for PC gaming in the late 90s, early 00s and compare it to today when most gamers are happy with their onboard audio and crappy headphones.
I remember the first time I saw ambient occlusion was crisis.. and it really was it was this one effect that if you turned on.. it looked like crisis, and it even in its lower iterations just went from flat and video game, to that photo effect that blew everybody's minds when it first came out.. it was that one thing that like made it stand out from everyone else.. it had a lot of other things going for it don't get me wrong.. but if you had one effect to try to prioritize for, it was going to be the ssao.. which it's incredible how both far and not far we've come with ambient occlusion.. One would argue that we've solved 90% of the problems that came with ambient occlusion as a blanket add on that can be plugged in like Nvidia used to let you do with Skyrim.. which honestly was still kind of worth it despite having all of the drawbacks of not integrating the ambient occlusion layer in ways that would allow for some adjustments to get rid of or bias certain things.. which is essentially that ring of shadow look, that we were all treated to with the Grand theft Auto remastering by the way.. There have been many different techniques for ambient occlusion beyond the screen space ambient occlusion that crytek developed for for crisis... I wrote a description of them that I was going to put in the second piece but then deleted it forever.. because TH-cam essays on the phone is the real rogue like adrenaline experience. But I genuinely think what surprises me is that there are so many different solved versions of the problems that ambient occlusion can have and it is so commonly not utilized, and it gives it a bad reputation in some cases.. it's it's something I've always disregarded because I was there! I was there I saw it I seen it.. there was the time before ambient occlusion and then there was the time after ambient occlusion.. and it was all taking place in real time in the graphics menu of crisis.. and again.. it was actually kind of the game changer for all of the game changing things in that engine. That being said there are some really awful implementations of ambient occlusion.. and it's very rare it seems to see The horizon based ambient occlusion technology is used despite many of them being open source if my understanding is correct on both Intel and atis rip off of it.. and I'm sure a ATI is rip off of hbao is open source as it's most of their stuff although it was a lot older so I'm not sure if they were doing that back then... But the more current modern and if you ever want to have the most frustrating experience looking something up.. fidelity fxcacao.. the AMD rip off of Intel's a s s a o... Which really does solve a lot of problems that even better versions of the more traditional just refinement from the initial crytek iteration... Now granted some of those problems are problems that maybe shouldn't exist, or exist as a result of certain rendering implementation like re... And the only reason I know what fxcacao is and what the misery of looking it up is only compared to the misery ofa settings menu that automatically applies things that you select.. and then crashes.. and then continues to stay crashed every time you try to open it again because it's saved this crashing option and thus you will have to go in and delete the obscure file in the totally commonly used for your safe game and settings folder inside the steam folder that I couldn't tell you from memory how to get to... So, throwing that out there as a little bit of a thing regarding instant apply menus.. there's there's some positives but there's some downsides for sure.. solvable downsides but.. like we're already at two links in the chain of trying and competency and and that's we're talking about game developers here and menus. That being said from what digital foundry showed it looked like it it was pretty nifty.. one of these days I'll be able to run it I'm sure! Maybe it'll be when I can figure out how to get Nvidia driver updates without the Windows store because that was a thing that happened no one cared about.. I actually didn't mean for this to sound so bitter in the end.. unfortunately Fidelity fxcacao is the worst name ever.. it doesn't seem like it's the worst name ever but it's the combination of the worst things you could name anything apparently and this is from a company that didn't want you to confuse their AMD 4000 plus 64 that processor with their AMD 4000 plus 64-bit processor that was a completely different architecture.. but not to be confused with the AMD 4000 + 64-bit.. and also thanks to the power of history now has to be found backwards LOL so.. enjoy the Russian dolls if you ever wanted to find that one out 33. Fortunately I think most people don't but at the same time..
And now for probably the first version of an obligatory rant, that used to center around AMD naming their occlusion technique after the chocolate seed pod and then all the tech bro hot keywords.. and then devolve to a deep dive into the AMD 64 processor that I tried to do, no thanks to their broken website.. and definitely no thanks to the albeit understandably difficult information that is commonly incorrect and then aggregate sourced by all the other refurbished regurgitation sites.. because AMD is always been bad at naming things and in what has to be either creative orsome sort of metaphysical science that that applies that requires it sort of ways like that that like the naming schemes of monitors can't even attest to cuz at least those are semi-unique... I don't understand how AMD has somehow like actually stepped up their game in bad naming schemes.. like they literally named their their rip off of another rendering technique after chocolate.. and also use the two buzz words of Internet and stupid internet things.. and then just like all the other things that use that normally, all of which are more recognizable apparently to an algorithm then.. you know what I've said it too many times and I've lost the text too many times.. I bet they thought they were being clever by naming it the chocolate plant.. and I have a sneaking suspicion that AMD was trying to do some reverse marketing by having several skus named the exact same thing over several years under different architectures and different performance points sometimes both usually.. we're talking like six LOL and it's like a cluster like six and eight and and chunks.. and then you would get to like the 42 or something like that or I don't even think that existed but the 44.. and then you got the X2 that came out a few years later but also was alongside the just regular.. I don't remember it being confusing back then cuz you just you know I guess you.. I actually knew there was a difference between the two AMD 4000 pluses but going back and looking at it I don't know how I knew that other than that they were reviewed separately.. but I don't know how I bought them separately or pick the different one other than I think one was more expensive.. but thank goodness I was going with I had this much money rather than bring me the AMD 4000 plus 64-bit sir.. cuz that could go several ways honestly like Nvidia levels of of shadiness maybe even though I don't know if it was intentional I'm pretty sure it was just stupid.. and you know what else is stupid.. naming a rendering technique after the chocolate seed pod..
That new dynamic crosshair should actually fix one of my biggest gripes about Counter-Strike that keeps me from giving it more of a chance. I'm fine with difficult recoil in a shooter, but if you're not giving me an accurate representation of where the bullets are going to go then I'm going to get frustrated and give up.
There is a reason behind those leg animations not being dynamic and I can see it right now. It's competitive game and you need to know how it will look when you go to some place. Network replication for every limb could be heavy and it will be exploitable by setup of player model approach to that position. For example, when you run around the corner and look back you will have different placement of the legs instead of running from the other side and stop at the same place and view angle. Before there will be counter argument about "every limb", you need to understand that mostly difference will be from waist down, but it will affect position of spine, which affect hands and weapon too. It could create crazy setups like: Move to corner there, press body to the walls, change to smoke grenade, look at "that thing", switch to AK-47 (with other it possibly not working the same) and finally look at the place you want to cover. :D
to note about new vs old audio, developers seem to have gotten a lot more comfortable with using reverb to represent space than delayed echoes. And it sounds much better, imo.
6:10 Here you can see that in L4D they just rotate the lower body to the direction your legs should be facing and in CS2 they have 4 directional movement animations that blend together.
About the legs: tf2 has had a series of commands to "see" your legs and the rest of your player model, often involving some obnoxious viewmodel clipping, but very true to the 3rd person model
Very family friendly. Thank you for wholesome content about international murder simulators 🙏
Murder? I thought this was a sleepover simulator? 🤔🤔
Don't know if this comment is a joke or not.
Its not. Its obviouslyba sleepover simulator where you play with nerf guns and the one who gets hit gets to go to sleep
@@flameguy3416 it is a joke
if you think its murder simulator dont look postal 1
The legs in L4D2 were apparently removed because they conflicted with the way the Jockey was implemented, in case anyone is wondering why. The files for it were unfortunately lost, but seem to have been dug up anew or remade for CS2.
Theres a mod that adds the legs back into L4D2, though not as cleanly as the first game or CS2.
I think CS2 uses the same animation technology that Half-Life: Alyx uses for enemies, it looks very similar.
What was conflicting with the jockey?
Lol what, sounds absurd. But Source 1 works in mysterious ways.
@@itdobelikedattho8112 Not entirely sure, I was just told the Jockey is to blame. With how janky Source is, I wouldn't be surprised if the Jockey is to blame for all bugs in the game lol.
I was supposed to go to work in an hour but I thought 5 cool things about counter strike would be nice to learn in the time berfore then. I was immersed in the interesting points and eager to do some more research on them. I was hooked. I had 10 minutes left when I finished messing around with skyboxes but then... oh the horror... 3kliksphilip dropped the mask and unveiled his treacherous face. There were 3 more cool things! I rushed into the game testing out some one way smokes. 4 minutes left. I dug up my dictionary and learened the spelling for incendiary. 2 minutes left. I went back to the game testing out cl_crosshair_recoil 1 in CSGO and jumped into my car. I arrived 3 minutes late at work and I was fired on the spot. Since then my wife has left me, I have been kicked out of my home and my dog has been eaten by a bear. I am typing this comment from the library computer! I damn you 3kliksphilip! My foot would like to visit the shadows of your nether regions! How could you do this to me? Disliked and unsubscribed!!!
Philip once again has ruined another life over his fixation on ambient occlusion, when will his rampage end
This is what RTX addiction does to a men
Small correction:
The bear who eaten your dog has also now eaten your ex-wife.
I may or may not have been involved in this but we don't talk about such unimportant Small details here.
THREAD CANCELLED ANTS GO 🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜🐜
Why am I reading this in British accent?
grenades ignoring skyboxes is going to be really interesting moving forwards, especially for maps like inferno. i wonder if they will have to alter the maps in the future to account for it.
Maybe we will see more indoor maps or at least bomb sites that are inside.
Many possibilities
@@_modnar_ b site roof on inferno 🧐
@@KnishG like old A site on Inferno
I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
Maybe they'll make incendiaries fly for longer before exploding to compensate
The skybox is the most major one I see game changing, anyone can smoke anywhere at any time.
It’s wild.
It used to be like that on Inferno in CSGO. It was reverted to have closed skyboxes again because CTs were able to keep banana smoked for the whole round by smoking it from A site. Also Ts were able to fake a ct smoke from mid. It was pretty bad.
@@vitasartemievwell now you can „disable” a smoke for sometime so it’s no longer that big of an issue.
@@vitasartemiev Inferno Rework incoming so lets see how it plays.
Except in no smoking area
I got fooled by a guy throwing a decoy from A long all the way to B 😂
I think you'll appreaciate insurgency sandstorm's audio. It changes based on the surrounding and material as well as the size of the room.
after 550 hours lvl 400 i had to delete my favorite game insurgency: sandstorm because the playerbase died
Squad also does this pretty well, and it even applies to the proximity voice chat. I remember defending some small layered structure with a machine gun in one match and the way the shouts of my mates from the lower floor echoed up the staircase was awesome.
Bullets hitting walls is really impactful, too. Like Insurgency, PUBG and Cod MW
Hi hi hi bunch b uhh bhu
Hbbb😅 hhbbbbb
I remember my Gravis Ultrasound. Loved it. Was a great alternative to the mainstream SoundBlaster cards.
Looking down and seeing legs is such an underrated visual feature in fps games and it is pretty disappointing how many modern games don't do it. It grounds you to the environment and increases the immersion substantially imo.
It surprised me when CoD titles even began doing it.
@@Something_Disgusting And it took me 420 ish hours (noice) to see it lmao
I honestly don't like it cause all it does is block my view when looking down, especially in games where you do a lot of movement and they just end up in your face when sliding or jumping. I much prefer being a floating gun with arms.
@@JAiZTH-cam Is the helicopter made of Chocolate tho?
It’s one of those things that make the game feel better even if you don’t notice it. Some people don’t like how it obstructs the view but IMO I think that complaint misses the point of the first person perspective entirely.
I loved the reverb effects in HL1 based games. Nowadays, there is so much tech like impulse responses and dynamic sound occlusion that can make sound design in games stand out. Glad they added a better system to CS2, even if it's not as lovely over the top as it used to be.
That grenade practice feature is incredible. Practicing nades was one of the most frustrating and weirdly difficult things about CSGO for me, that'll be a huge help.
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Modding is one of the things I miss from Counter-Strike, I know custom servers are still around, but it's just not the same anymore. The only reason I stopped playing Counter-Strike is because of how it veered into being predominantly esports focused and putting less emphasis on community servers. Valve pls fix
tf2 got u there
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@@gamezuree that's the realest shit ive read in this comments section
I did not expect the UT99 throwback and it instantly brought back countless memories...
you are a legend!!! lets play some sea of thieves
Adding hl alyx leg movement would be awesome but it might be awkward when one of your legs are not on solid ground
Procedural animation and competitive shooter kinda don't go together super well. I prefer keeping things clean and consistent, even if it doesn't look quite as good (and to be frank, the alyx animations look really incredible)
the way counter strike 2 does AO is like nothing ive ever seen before. im personally very enthusiastic about this effect
what do you mean by this? dont get me wrong, I think AO in Source 2 is just perfect but still, enlighten me.
@@masononemine1702I would like to know too
@@masononemine1702 It doesn't look like it's done in screen space, which means it must be raytraced to give this quality. It looks very close to "ground truth", or how AO looks in raytraced animation and film CG renders.
@@unfa00 it's probably utilizing an effect I've imagined for engines like Source for a long time, but never had any knowhow to produce.
90% of the lighting in Source maps is baked, generated from path-traced lighting. What if the baked lighting _also stored the angle_ of its illumination so that models blocking that angle would cast a shadow?
Seems that's exactly what Valve has done with Source 2, and it produces a far more temporally coherent shadow that doesn't change as much from shifting your viewing angle.
@@Something_Disgusting Valve has come up with ways of handling lighting direction without storing a lighting normal in the normal mapping shader I forget the name of. Basically lets you have shadows in the normal map instead of just lighting angles. I don't play CSGO so I dunno where it's used there, but those very nice looking large rock/gravel textures from TF2 use that shader, there's a whole paper Valve made on it that's cool. So it's possible this is done without storing everything but instead calculating it from other stored info for the lightmap bake
I teared up a little at the final bit of ut99, it was really amazing booting up a practice match with bots and doing all kind crazy stuff with modifiers, very nostalgic
I KNOW!
Ugh... I love that game so much it hurts
I'm really liking the return of some the old music tracks in your videos. It evokes a nostalgia and creates an energy that keeps me interested. Fantastic vid, Phil
why'd you write it so gay lol
@@badgoy8439 what, cuzza the heart at the end?
@@quadrifern nah, he is just acting as an unloved basement goblin.
Ignore him, your comment it's fine.
@@badgoy8439 Fellas, is it gay to like music?
@@quadrifern yeah and using his first name on the internet, it's just a little zesty, a bit fruity, know what I mean?
When you were talking about Valve asking artists not to bake AO or other lighting information in their textures, that's basically the case with all proper PBR texture implementations. In a game with Spec Gloss PBR for example, black sections in the diffuse map indicate completely metal surfaces. You can see why you wouldn't bake AO into the diffuse map in that case.
The new smokes use volumetric particles, I believe. I don't remember if that's the name, but it was first created for Alyx because traditional particle effects are only rendered in 2D and just face the player and it looks weird with the binocular vision in VR, so they created the new particle effect system that's rendered in 3d and changes based on viewing angle because it's an actual 3d object.
They are called voxels.
Now let us wait for the family friendly version of this video.
A good example of ambient occlusion (in a real sense) is how you don’t exactly have shadows when it’s cloudy, but underneath your feet it is still dark. Same goes for cars.
The wide-legged pose is actually the standard taught in most militaries for how to stand when shooting, it gives you a large upper body range left to right while giving you a much more stable footing while also being easy to break into sprint from.
It looks goofy in CS, but yeah, it is realistic.
Using Half-Life w/ ray trace mod was a great choice of GoldSrc footage to use, and yes I'm enjoying the heck out of it. Also thanks for showing us you can't actually shoot yourself in the foot in CS2.
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0:24 The footage you are using is NOT Aureal A3D's sound in action. It is the Aureal A3D Rooms demo on Windows 7 being emulated with OpenAL Soft's HRTF through the DSOAL wrapper. There aren't even any echoes in the footage, as A3D's advanced "wavetraced" reverb cannot be emulated. You should have used PhilsComputerLab's recording instead, or Hiradur's recording from the Internet Archive.
This deserves to be higher up.
7:21
Two very important spots like this are on Overpass that allowed me to get countless kills, the path from water to A because your shadow is cast right into the site before entering and the stairs below CT spawn tell you if theres a CT standing above them at the edge of the spawn on top of them when you're coming out of the tunnel below
So apparantly the reason the legs vanished is down to the Jocky and how thd players upper and lower halves are independently animated. I suppose something broke animation-wise when the jocky takes control and the easiest fix was a double amputation.
Also! Having recoil on the weapon instead of the screen is so much nicer.
It's a shame too, as Source-mods show that the feature could have still been implemented.
Philip is the only person that can keep me genuinely interested and enthralled with the behind-the-scenes mechanics of a game that I absolutely hate playing.
the follow recoil option reminds me of the counter strike source beta in 2008-2010 ish, you had a yellow square box around your crosshair that followed the recoil. I really loved it, it's nice to see this again!
Your synth music never gets old I love it :)
Ambient occlusion is amazing. It makes the contrast of games so much better and so much more indepth.
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I'm also a person who doesn't play normal csgo modes a lot and just experiments within it, and that's why I was looking for a channel that would give me that kind of content (since most of it was competitive videos or open boxes) Until I found this channel by chance, because I don't speak English. And when I saw that their videos are not subtitled with the TH-cam system, I started watching most of them. Thank you very much for giving us this content.
very nice video again as always
what i always wanted to do is play an aim map or something while I'm in the lobby searching for a game, not necessarily playing with the lobby but just having something to do while waiting, not having to leave my warmup to join a lobby
I’m glad the quirky 90 sound is coming back it’s one of those things I liked in the older games I’ve played
Loved watching this video with my whole family. Please keep uploading such WHOLESOME videos philip
Hi Phillip! I wanna mention that I used your music kit ever since it was released and I love it. Thanks for venturing into music and giving that to us.
Thank you Philip
So glad Philip made graphics comparisons not only to other versions of cs, but to real life as well.
I'd like the grenade cam to be a permeant always on thing, like the follow crosshair option is now. They could have the smoke preview window only render the map and not display players so you can't use it to obviously cheat, just strictly perform throws. I think it would greatly encourage everyone to use them better and more often and make it easier to jump into new maps, not having to learn setups to take sites beforehand.
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I think it would make players too lazy. Having it only on practice is great, as it still make you have to memorize the smokes, thus, making the skill cealing higher.
@@AbissoInteriore I wouldn't label grenade throws under "skillful". More like work and tedium, something I think a video game should avoid. I just see it as a time saver and a way to encourage more grenade play at all levels quickly and easily.
@@Xyos212 i see your point, but getting better in this game is tedious itself.
Aim routine, dm, kz, bhop, pre fire. Unless you are naturaly gifted, youll have to grind those things.
Good util usage makes a big difference in any level, and the player who went on the tediousness to learn them should be rewarded.
@@AbissoInteriore That's fair. Its just my opinion, certainly not objective fact. I just like the idea of removing some of these pain points so more can get into the game and have an easier time playing new maps. I think removing some of that grind in one area allows the player to better focus in others, but I understand where you're coming from.
I think my favourite part about this new years of Phillip is his cat. I love his cat. Thank you Phillips cat. Keep up the great acting, you'll be a star in no time.
allegedly left 4 dead 2 removed the legs so they could get like 4 or 5 more zombies spawned in at once
Both Left 4 Dead 1 & 2 have a horde limit of 30 commons.
A far more likely alternative suggestion I heard was that the splitting of animation layers between the upper/lower torso in the second game made Valve's previous system break, and they abandoned it.
@@Something_Disgusting left 4 dead 1 has a cap of 20, 2 has a cap of 25 or so i heard
Oh my GOD I've been looking for 'Aureal 3D' for years, I 'played' it as a kid but had no idea what it was. Cheers m8!
a weight has been lifted off your shoulders
3:18 Philip really leaned in close when he said NETHER REGIONS
6:24 Thanks for mentioning this, I never had any idea that this is why hla looked like that
Was just watching old 3kliks vids, thank you Phillip!
In the 90s, the best audio to be had was A3D which crapped all over Creative's janky EAX. The only thing EAX does is add different reverb. A3D on the other hand did audio wavefront simulation that made sound actually adapt to the shape of the environment, and it was leagues better. Then Creative bought out Aureal and killed off A3D instead of continuing to bring it to market due to its superiority. It sounds like game audio is finally coming back around on its own and adding its own awesome post processing to bring us the sort of aural experience that we already had 25 years ago.
Kliks, the leg movement system in Alyx was used in CS2 because it relies on the AI already knowing ahead of time where it wants to go. That, and it also does things to add a feeling of momentum to the movement.
The same system can't be used in CS2, because the way player movement works would have to be changed to be more realistic, and the game doesn't know where you want to go and how you will go there until you do it
Somewhat repeating what I said already in another comment, but here's a summary:
1) Players in Source games already have momentum based movement with ramp-up and deceleration that would work with (via modifications to) Alyx's system
2) It probably wasn't added as it might be too distracting of a change to long-time existing CS players.
@@Something_Disgusting Distracting _and_ unpredictable. If I get shot in the leg, It's already partially the fault of the game for putting that leg where it did in that particular frame of animation. But players have gotten used to the patterns that exist now and how to account for it. Making it dependent on complex AI algorithms would add so much more complexity that it might as well be random.
Except that a huge part of CSGO's movement is momentum cancellation. As for the requirements for knowing what the character is going to do next still stands. (pun intended) You never know if a player is going to do a 180 while their leg just touched down for a forward stride or something.
While the technology made major strides recently, it still has a way to go
@@AmBush2048 bruh the game can convey deadstops through weight adjustment in the body.
_The primary reason this was not added is not due to it being impossible._ It is *easily* possible.
@@Something_Disgusting the primary reason it wasnt added is because it's really not a good idea for a competitive videogame
If I recall correctly, one of the reasons Alyx can do such good walk animations is because an entire path segment is precalculated, allowing predictive steps to be taken. The system can begin to shift in anticipation of a sharp corner that exists on its path, which is a very convincing and natural behavior. A player doesn't have a preset path they're trying to follow, so the rig is completely reactive. The system doesn't know where I'm headed. Limited predictions can be made but they generally won't look nearly as good as animations that consider an entire precalculated path.
The classic example is sprinting in a wide graceful arc, then taking a hard strafe to the side and resuming sprinting in a wide arc. If this path is known in advance, you get what a football player might do - gently turn their weight into the arc, and as they approach the hard strafe start pulling back. But the animation system responding to a player must treat every segment of that wide sprinting arc as a place where a sudden strafe might occur and thus always be somewhat pulled back in case it happens.
Great video! You have excellent structure, delivery, and editing.
1999: EAX releases, bringing all sorts of cool audio effects and positional audio
2023: oh wow, gunshots are different inside
I can finally bring my entire extended joint double decker family pack v.6.0.12.3 burger buffet family to watch this video together with me. What a joy.
I like how everyone was like : "uhh this sounds are so wierd i dont like it " but Philip is realy enjoying them
Unreal tournament was THE FRIKIN BEST, thanks for giving me a nostalgia trip at the end of the video, none of my friends know the game so its nice to see you give it some credit for being such a good game. great video as always Mr. Philip
6:32 that's because the NPCs movement is known upfront, while the player movement is unpredictable.
You could add slower deceleration from the players current movement speed and direction but that would make the movement feel more sluggish.
All walking in Source games is momentum-based, with a ramp-up and deceleration time that could allow for this feature to be relatively easily implemented for real-time movement.
It probably wasn't added so that CS:GO players wouldn't be so disoriented by as large of a change in playermodel animations from the feature.
Wrong. It is in csgo, just that acceleration is so great you don't even notice it most of the time
It's only now occurred to me that audio physics had dropped in quality as other aspects increased in quality, and only now am I realizing how much I've needed this.
Teardown also has amazing environment-tailored reverb sound!
It's good to see environmental audio getting a comeback. I think audio took a hit and regressed when Windows dropped support for hardware audio extensions.
I can't explain to you the nostalgia I got hit with when you opened UT99 in the end. My first fps ever. What was the mutator to get that red shock rifle again? The one that instantly blew up anyone you hit?
Instagib 😎
@@Satchel_Charge__ yes! Thanks
Really excited to dive into more of Source 2's functionality as a Source engine modder
_ambient occlusion_
The game being brighter must be a gameplay change, not a technical change. They could have made CS2 look a lot prettier by giving environments a larger spectrum of the darkest dark and lightest lights, like a real summer day. A huge difference for me when I tried CS:GO again after playing valorant for some time was the fact that the former does not have player outlines while the latter does. Unless you have an exact picture in your mind of how the sight line should look without any players, it's harder to spot stationary enemies while you peek a corner. This was a problem for me especially on Ancient. I think this is one of the reasons valorant can have the same weapons for both sides while in CS the defenders have to be nerfed. Valve can't add outlines to CS because it would clash with the game's style, and making the map distinctly brighter is a nice workaround. The player models are much darker than any objects inside dust2.
Is ancient hard to see due to it being green and ct are dark blur if i remember correctly?
@@ACE112ACE112 yeah, and also some corners have shadows as dark as the ct's
Oh dude... I LOVE the Unreal Tournament OST, that menu song is really good. That's a badass game.
Would be cool if they added night maps in cs2 and night vision devices, sure not competitive, but cool.
6:36 the reason for this "awkward wide legged pose" is because that's how you're supposed to stand when you shoot a gun. if your feet were closer together it would be harder to control recoil. cs is a pretty tactical game so it kind of makes sense that characters are always maintaining good shooting posture when standing still.
*Why is nobody mentioning that CT and T have different color smokes??????* huge detail, huge tactical change...
because it sucks and will hopefully be reverted
I'm very confused why people think this change matters at all. You already knew who threw a smoke because there's an automatic radio chatter line when your team throws one. They likely made this change just for spectator clarity.
@@Kaiess01
Try to make sense ? Ranting for no reason huh 😂
@@Banshee523
It's looks cool, It also Let your teammates if you are T or CT and give free smokes to enemy. So don't die dropping smokes in the ground 😂. Now your mates will know
@@44r0n-9 sucks why? its better and makes sense that police would have a different smoke than the terrorist, it just made the game better.
I'm so happy about the whole sound update. I used to rely mainly on my sense of hearing. Damn! Locating enemies by sound and following them with the crosshair through the walls like there's nothing happening was so easy back then even with the cheap panasonic stereo headphones!
Holy shit, is the moving crosshair just like a regular feature that you can use whenever? That's actually amazing and addresses one of the parts of the game that I disliked the most
The wall directly on my left is of almost the same colour as Philip's. How thoughtful, Mr. Dyer.
Bomb radius and damage calculator reminded me of that tool i made, i wonder how much I'd have to change for it to work with source 2 though, since I have no beta access. And having it in-game would greatly improve usability by not requiring downloads or anything
Footstep radius is nice. Was going into a workshop map with footsteps and trying to hear the max footstep range on max volume was a pain. My testing was aout 25m to 30m is max range. I can only hear about 10-15m unless I 2-3x my volume.
A lot of games handle gunshots by having the gunshot sounds be isolated (like it's basically a quick "BMPH!"), and then having separate tail audio sounds (like indoor or outdoor) that get played alongside the gunshot. Seems to get the job done pretty well.
I find the follow recoil option for the crosshair really interesting. I could never get into Counter Strike as the seperation of crosshair and actual aimpoint annoyed me beyond belief.
i consider it bad game design lol, but each people with they own taste, i really hated taht i had to aim to the ground to almost hit a headshoot, i don't care about recoil and sprays but the crosshair should represent the aim.
The game looks fresh with the brighter global illumination and new vfx, thanks 3kliksphilip! I love your channel and how your winning style (music etc) is still on brand!
Best Part of the Video: 5:12
What I just noticed when you talked about the commands and stuff is that I am now really interested if they changed the prev. game records and therefore the player ui. This was a pain in CS:GO as someone who used it just from time to time but could be so easily improved. Awesome video as always mate.
''hl1 was correct'' i wish more devs would admit this. Shame u didnt mention the other source game that had a visible body, dark messiah of might and magic.
Hl1’s echo sounds are actually fabricated. The map makers need to specify which effect to use in the radius. Cso2 in the other hand is automated
I remember way back in the CSGO beta, being able to see your own shadow was one of the most common requests. I almost can't believe it took them this long.
3kliksphillip : Guess why?
Me : Atomic Amnesia
3kliksphillip : Ambient Occlusion
Me : That's what i've just said.
I really liked the part with the little bunnies, thank you for producing so much family and advertiser friendly content
Unreal tournament was legit so fun, those capture the flag maps where you could get the guided rpg? So much fun.
God I miss UT. I still boot up UT 04 and play against bots. What an era
I think you might still be able to do multiplayer in UT4, ask in the r/unrealtournament subreddit and they'll hook you up. Just have to change the Master server since Epic killed the official one.
L4D came right to my mind when you said about the visible legs
i must say that unreal tournament 99 soundtrack hit me hard so nostalgic 😢
6:20 "It's an improvement over the system in L4D2"
You did a goof
Nice to see Valve finally catching up to early 2000s tech.
The sound you showcased for HL1 is actually the inferior 2D Miles sound engine that all Goldsrc games on Steam use currently, it used to use EAX 3D audio which sounded absolutely awesome if you had the hardware, but sadly Valve patched it out of the game around a decade ago.
Game audio effects and 3D audio got wiped out when Windows Vista launched because it removed the backend that EAX used, game 3D environmental sound never fully recovered sadly.
It is nice to see Valve shining a spotlight on environmental audio again though, this decade could mark its triumphant return to PC gaming 👌
This reminds me of my first time finding out about ambient occulusion and other types of lightning in source games, i didnt see real life the same way for a month.
I think the reason why L4D1 was the only Source game where you could see your legs was that the legs could actually get in the way. While most of L4D maps are horizontal combat focused, there are a few spots where verticality can come more into play, and some areas where you needed to defend and look down to shoot zombies is where the legs could get in the way. I think Valve only tried it once, and when they realized they could potentially be a flawed mechanic to the game, they scrapped it for the sequel and never tried it again for another Source game. I think CS2 motivated them to try new things again and make the game more "modern," so they added the legs back in since a lot of AAA games also seem to feature legs. They could still potentially get in the way if looking down, but they also show if your feet are sticking out of a corner, so they do serve a gameplay purpose compared to L4D, where it was mainly comedic.
The reason sound in video games has regressed is because Microsoft noticed a lot of stability issues with Sound Blaster drivers which caused them to stop supporting hardware accelerated audio from Vista and onward if i am not mistaken. It is really strange to look back at all those fancy audio peripherals for PC gaming in the late 90s, early 00s and compare it to today when most gamers are happy with their onboard audio and crappy headphones.
Man, that unrel tournament bit... That takes me back. So sad Epic erase it from their history :
6:27 holy crap that leg movement makes such a difference to realistic animation didnt realise up until now
Wow, it will be so exciting to see competitive CS2, especially with all the new ways to throw nades
Very intuitive video with great explanation! Well done.
I remember the first time I saw ambient occlusion was crisis.. and it really was it was this one effect that if you turned on.. it looked like crisis, and it even in its lower iterations just went from flat and video game, to that photo effect that blew everybody's minds when it first came out.. it was that one thing that like made it stand out from everyone else.. it had a lot of other things going for it don't get me wrong.. but if you had one effect to try to prioritize for, it was going to be the ssao.. which it's incredible how both far and not far we've come with ambient occlusion..
One would argue that we've solved 90% of the problems that came with ambient occlusion as a blanket add on that can be plugged in like Nvidia used to let you do with Skyrim.. which honestly was still kind of worth it despite having all of the drawbacks of not integrating the ambient occlusion layer in ways that would allow for some adjustments to get rid of or bias certain things.. which is essentially that ring of shadow look, that we were all treated to with the Grand theft Auto remastering by the way.. There have been many different techniques for ambient occlusion beyond the screen space ambient occlusion that crytek developed for for crisis... I wrote a description of them that I was going to put in the second piece but then deleted it forever.. because TH-cam essays on the phone is the real rogue like adrenaline experience.
But I genuinely think what surprises me is that there are so many different solved versions of the problems that ambient occlusion can have and it is so commonly not utilized, and it gives it a bad reputation in some cases.. it's it's something I've always disregarded because I was there! I was there I saw it I seen it.. there was the time before ambient occlusion and then there was the time after ambient occlusion.. and it was all taking place in real time in the graphics menu of crisis.. and again.. it was actually kind of the game changer for all of the game changing things in that engine.
That being said there are some really awful implementations of ambient occlusion.. and it's very rare it seems to see The horizon based ambient occlusion technology is used despite many of them being open source if my understanding is correct on both Intel and atis rip off of it.. and I'm sure a ATI is rip off of hbao is open source as it's most of their stuff although it was a lot older so I'm not sure if they were doing that back then... But the more current modern and if you ever want to have the most frustrating experience looking something up.. fidelity fxcacao.. the AMD rip off of Intel's a s s a o... Which really does solve a lot of problems that even better versions of the more traditional just refinement from the initial crytek iteration... Now granted some of those problems are problems that maybe shouldn't exist, or exist as a result of certain rendering implementation like re...
And the only reason I know what fxcacao is and what the misery of looking it up is only compared to the misery ofa settings menu that automatically applies things that you select.. and then crashes.. and then continues to stay crashed every time you try to open it again because it's saved this crashing option and thus you will have to go in and delete the obscure file in the totally commonly used for your safe game and settings folder inside the steam folder that I couldn't tell you from memory how to get to... So, throwing that out there as a little bit of a thing regarding instant apply menus.. there's there's some positives but there's some downsides for sure.. solvable downsides but.. like we're already at two links in the chain of trying and competency and and that's we're talking about game developers here and menus.
That being said from what digital foundry showed it looked like it it was pretty nifty.. one of these days I'll be able to run it I'm sure! Maybe it'll be when I can figure out how to get Nvidia driver updates without the Windows store because that was a thing that happened no one cared about..
I actually didn't mean for this to sound so bitter in the end.. unfortunately Fidelity fxcacao is the worst name ever.. it doesn't seem like it's the worst name ever but it's the combination of the worst things you could name anything apparently and this is from a company that didn't want you to confuse their AMD 4000 plus 64 that processor with their AMD 4000 plus 64-bit processor that was a completely different architecture.. but not to be confused with the AMD 4000 + 64-bit.. and also thanks to the power of history now has to be found backwards LOL so.. enjoy the Russian dolls if you ever wanted to find that one out 33. Fortunately I think most people don't but at the same time..
And now for probably the first version of an obligatory rant, that used to center around AMD naming their occlusion technique after the chocolate seed pod and then all the tech bro hot keywords.. and then devolve to a deep dive into the AMD 64 processor that I tried to do, no thanks to their broken website.. and definitely no thanks to the albeit understandably difficult information that is commonly incorrect and then aggregate sourced by all the other refurbished regurgitation sites.. because AMD is always been bad at naming things and in what has to be either creative orsome sort of metaphysical science that that applies that requires it sort of ways like that that like the naming schemes of monitors can't even attest to cuz at least those are semi-unique...
I don't understand how AMD has somehow like actually stepped up their game in bad naming schemes.. like they literally named their their rip off of another rendering technique after chocolate.. and also use the two buzz words of Internet and stupid internet things.. and then just like all the other things that use that normally, all of which are more recognizable apparently to an algorithm then.. you know what I've said it too many times and I've lost the text too many times.. I bet they thought they were being clever by naming it the chocolate plant..
and I have a sneaking suspicion that AMD was trying to do some reverse marketing by having several skus named the exact same thing over several years under different architectures and different performance points sometimes both usually.. we're talking like six LOL and it's like a cluster like six and eight and and chunks.. and then you would get to like the 42 or something like that or I don't even think that existed but the 44.. and then you got the X2 that came out a few years later but also was alongside the just regular..
I don't remember it being confusing back then cuz you just you know I guess you.. I actually knew there was a difference between the two AMD 4000 pluses but going back and looking at it I don't know how I knew that other than that they were reviewed separately.. but I don't know how I bought them separately or pick the different one other than I think one was more expensive.. but thank goodness I was going with I had this much money rather than bring me the AMD 4000 plus 64-bit sir.. cuz that could go several ways honestly like Nvidia levels of of shadiness maybe even though I don't know if it was intentional I'm pretty sure it was just stupid.. and you know what else is stupid.. naming a rendering technique after the chocolate seed pod..
That new dynamic crosshair should actually fix one of my biggest gripes about Counter-Strike that keeps me from giving it more of a chance. I'm fine with difficult recoil in a shooter, but if you're not giving me an accurate representation of where the bullets are going to go then I'm going to get frustrated and give up.
Yeah, I've always said crosshairs in CS are useless. Might as well have it turned off, doesn't make a difference to me.
Thanks for the family friendly version, my 2 yo sister can finaly watch cs go safely
The ut99 reference at the end 👍
Now I have to reinstall Unreal Tournament. Thanks Philip! 😬
unreal tournament was the shit! awesome video as always, but that brought back some memories with the unreal tournament at the end! haha x
There is a reason behind those leg animations not being dynamic and I can see it right now. It's competitive game and you need to know how it will look when you go to some place. Network replication for every limb could be heavy and it will be exploitable by setup of player model approach to that position. For example, when you run around the corner and look back you will have different placement of the legs instead of running from the other side and stop at the same place and view angle.
Before there will be counter argument about "every limb", you need to understand that mostly difference will be from waist down, but it will affect position of spine, which affect hands and weapon too.
It could create crazy setups like: Move to corner there, press body to the walls, change to smoke grenade, look at "that thing", switch to AK-47 (with other it possibly not working the same) and finally look at the place you want to cover. :D
"it is awesome, but it is kinda how it was supposed to be in the first place"
Exactly what I thought about sub tick networking
The lighting on Inferno B site is beautiful, it got a greenish tint to it because of the green tarp above
to note about new vs old audio, developers seem to have gotten a lot more comfortable with using reverb to represent space than delayed echoes. And it sounds much better, imo.
6:10 Here you can see that in L4D they just rotate the lower body to the direction your legs should be facing and in CS2 they have 4 directional movement animations that blend together.
About the legs: tf2 has had a series of commands to "see" your legs and the rest of your player model, often involving some obnoxious viewmodel clipping, but very true to the 3rd person model