I don’t think it’s a question of visibility since it used to be that everyone had the same (or very similar) character skins and most map makers take them into account. So in the end, everyone has more or less the same visibility over the course of the game. But now that character skins has been introduced, people with skins that blend in with certain props or texture get a clear advantage over others that don’t have that skin.
@@0Bennyman TLDR: Visibility is not the problem with the default skins . Visibility becomes a problem when player skins are added. Ergo visibility is not the problem, the new player skins are. Yeah, probably worded that wrong. But the general visibility of the game used to be fine since most people had the same skins so were mostly equally visible. So hiding somewhere to make you less visible is fair play because it's equal for everyone. But by adding player skins that had different color schemes, it creates a problem where players with a better skin can hide better. It's getting an unfair advantage by paying/getting a new item that others potentially can't. As an example, it's like boosting the range of the taser by a little bit. It may not sound like much but it can still make the difference between the ones that have and those that don't.
I think that before skins CS GO was in a really good place. Map makers decided the skins and they mostly looked similar for each team. If you camouflaged, it was because the map maker made it that way (intentional or not). Now the ones who get to camouflage are those who have a big enough wallet and map makers just have to deal with every skin in the game. I think that skins took it too far
Now you have to be careful when making maps and are restricted. Its unfortunate. I really wish they would meet us half was and have base colors on the models have their colors able to change depending on the map they are on. Shirts that are blue turn to green if it matches the default models for the map. Tan or black and white or yellow or red. Doesn't really matter, as long as there is a clear and visible comparison to the default models that will make even the players paying the least attention aware that "i see this, this isnt supposed to be here, this isnt my teams colors"
i really don't understand why Valve (or rather, the CS:GO team in particular) have become so greedy. valve is literally making millions off of steam, and probably another hundreds of thousands of dollars because of the skins in this game. and yet, they still add cosmetics like it's nothing. why? aren't they already making enough money? and for who are they making those operator skins for? CS was never a game about customization anyway, so they only thing they're doing is bringing in the wrong people to this game, because it's not about customization, it's about teamwork, tactics, aim and skill, and cosmetics don't fit here, they never did. "they want more players to come into the game" one would say. but to that i say that there are already enough players! we're talking about five hundred thousand of them! that's like 70 average stadiums worth of people! isn't that already enough? most games struggle to get even a tenth of that! so therefore, there is no excuse for them to continue adding cosmetics to this game. it adds nothing, and it doesn't help the game whatsoever, only the opposite. and i still wonder why almost nobody's reacting to this, and we just let them keep adding these useless visual mechanics. let me remind you that you still need to pay if you want to add sprays, and they can only be used 50 times in-game, meanwhile in previous games it was completely free, and you could spray anything you wanted!
I actually really liked the old aesthetic of CSGO. The game has evolved so much now that the graphics don't even almost look the same as 4 years ago. Now they've given the whole world a cartoony and "smooth" vibe, as opposed to the old nitty gritty feeling.
@@xenhysics5926 and you are even grossly underestimating their revenue. They made 9 million from team and player stickers alone, so it's probably in the low 9 digits
An option do disable custom skins on enemies would be enough... I remember when we used to force all models of a certain team to be the same back in 1.5, that alone improved gameplay a lot
@@vincent3363 In a game such as CSGO, I kinda understabs peoplw sacrificing looks abd fashion over gameplay, specially if it's unfair between players that paid em, and players that didn't.
@@Ultra289 The point is this isn't TF2. It's a game with a comp scene, and while I haven't checked if community comp like FaceIt disable these new models with a servside plugin, you're quite literally paying for an advantage if you know exactly where and how the model will hide you in Valve's comp servers.
I don't mind dark corners that feel like they're meant as hiding spots, but most of the time I want visibility to be high. Players being hard to spot in dark corners is fine, but blending in with the background is a pain in the ass. I remember SEALs in Atzec being hard as hell to see properly sometimes, and the most likely reason they were used was that they were the most sensible model realism-wise. And then there was the damn fog.
it's subjective. I remember in cs 1.6, there's a corner in tunnels cts could hide when Ts would just enter tunnels, or in general how dark ct spawn, tunnels or car area on b was. but it somehow balanced so well That's why I don't like new maps, old cs still gave me such a aspect of adrenaline as I for a second jumped out of competitive tension and felt like a actual CT looking for Ts CSGO feels way more inclined to just be competitive, which it has transformed in years. Old CS wad a lot old school on it's pallet to make it feel like you're in a battlefield
Oh yeah, that damn fog was a pain. Got so pissed about it that i uninstalled the game back then. I mean, dark corners: ok, camouflage (where everybody has the same models): ok. But that god damn fog: why? Why limit the range of engagement? I can see 30 meters in real life, bit why not in game?
CS:GO five years from now - mat_fullbright 1 is now enabled by default to improve visibility - removed lighting on all levels currently in competitive rotation
@@kipchickensout actually the second part is pointless and just makes cheating problem worse it should be more like - player animation is now networked - finially fixed unintended float -> int casting in lag compensation heck some parts of player animation is already networked (and gets fucked by clientside animation code lmfao) so why not just network all of it
Camoflauging is fine IF and ONLY IF all models are consistent in where they can hide. So pre-new models, I’m fine with people hiding in corners that obscure them somewhat. But in a world where different models of different prices lead to different hiding ability, visibility should be valued more than before
fingerknitter with some default models you can hide pretty easily example is the phoenix on overpass especially if u get the white shirt guy thrn you are pretty hard to spot on some walls
@@vincent3363 That's the reason why we check angles but new angles that are never expected to have players are created thanks to the custom player model skins.
IronHood yeah true there are some good hiding spots for default models for sure. But the thing I think is fair when there were only the defaults is, you know ahead of time with practice what colors of people AND hiding spots to look for. But when suddenly there are many models for each side, each with many colors and respective hiding spots, it makes hiding less... manageable to deal with. Plus, it means you can pick playermodels per map to hide, which is strategy outside of the game I dislike. Imagine having to own many models, all costing money, because “oh (insert model here) is a MUST HAVE for ct on this map because of (spot)” and if you want to get a leg up on that map now, buying a model gives you an advantage. The green models on new Cache were an example of totally throwing people off, and definitely benefitting them (CTs by the car sniper spot were really tough to see especially before FMPone changed the greenery around)
IamALeaf exactly. Some would say “well learn the new angles” but the thing is having to know 5x more skins that could go in 5x more spots, means you’re gonna get caught out by a silly skin in a silly spot for sure. Totally agree
Dirty Bomb did this fantastically IMO. Enemy players had a thin (but noticeable) red outline on them, as well as a slightly different camo pattern for enemies playing that character vs friendlies. It made tracking people easy even during the high speed the game usually went at. I'm 100% in favor of player outlines, or at least some level of self-illumination. It always blows when you get killed by someone difficult to see. Furthermore, Valve's decision to brighten up dark spots of maps (notable, Inferno and Cache) makes it seem like they do not consider "blending in" an intended gameplay strategy.
Would thought that game had everything that mattered to be a quality, long lived experience. Solid gameplay and wonderful maps weren't enough to compensate for, i suppose, a bad business model.
That would be a pain in the ass to optimize and generally not a good idea. Recently i changed something in nvidia control panel and can see slightly behind smokes if there is a fire or nade explosion near the smoke. Imagine what would happen with outlined player models.
I think visibility should remain a relatively high priority when further designing the game. It's well within the realms of design to make the game both look readable and maintain a certain style or a look. As an already highly clean looking game, CS:GO could be slightly more readable than it now is in my opinion. Lighting up the models, way more subtly than demonstrated here, could do it. Small part of why 1.6 or CS:S barely ever had this problem was because of the simpler lightning engine that blends models into the environment that much less accurately, that it subtly helps your eyes pick up the slightly clashing shading. It's just one small thing that adds up to overall visibility.
@@lilyliao9521 I found a way to get this in CSGO, if you type "quit" in the console, open steam and start Quake Champions you can do all of that and more, I'm amazed Valve hasn't patched this yet
I'm colorblind and honestly I really am starting to feel the disadvantage more and more lately. This wasn't the case with 1.5 and 1.6. Just brightening the maps isn't enough, many current character models merge easily with the map to me. I would definitely like an option for that.
@@caramia6681 I'm occasionally a game dev myself, and have plenty of experience with source. The fact that the game runs so smoothly and has such a good featurelist is somewhat of a miracle. Not to mention that yes, it's a decade old project that has already gone to F2P and its still being maintained against software and PM limitations, with a rigid competetive scene in the background. The game is a mess tho, no doubt. But I have incredible respect for the devs, especially the current ones.
@@caramia6681 A Source 2 port would likely improve the game quite alot honestly, especially on the framerate and performance, since Source 2 supports modern DirectX. Are there any reasons in particular that you think a Source 2 port will worsen things, or are you just making assumptions?
@@caramia6681 yeah, working with huge old complex games post-release is truly a nightmare which deserves a raise on its own 😅😅 I hope a next CS will be on the table as an option
The devs should make sure there is always a clear contrast between the body and extremities of a player. The poor visibility example you showed on overpass could have been avoided if the whole player model was not the same shade of muddy green. Give them a torso that's the complementary color of green (red), keep the arms/legs green and the model will pop out of the background no matter the circumstances. That being said I really don't see the harm in raising the brightness of the player models by at least a few levels. It looks fine to me.
But if you change it to red then it just causes problems for any map that might have a red wall or texture or even something that might just blend well with it, unless each part of the model were to be a different colour lol. Also deliberately making the Unique models stand out would make them kind of pointless, I mean in a game like CS you don't really want to be extremely visible.
@@zuckoVAL You want the model to be...Bright Neon Red? Yeah, I don't think people would want to buy that lol. I don't think people would play the game if all the models were Bright Neon Red either lol.
But then everybody would turn it all down, rendering the effort to get the custom player model useless. The correct answer would be always active at casual, and always off at comp and tournaments. Therefore if they want to Fashionoffensive, they can do it in casual, not altering the perfect balance of comp.
Hey Philip. Thank you for making so much videos these days. I always love to see one in my feed. It really helps in these boring Home-Office-Days. Stay safe and healthy!
Im in opinion good model visibility is still very important for fast paced game like CS and there should be enough contrast and details on player models to make them visible enough against all surfaces.
@@esszed engine limitations? bullshit! it's 2020! we may not have the technology for seamless staircases but we definitely should be able to enable or disable playermodels
I feel like r_modelambientmin 0.2-0.3 might be a great compromise? I've personally always have had issues distinguishing player models from the map and had to ruin the aesthetics of the game just to be able to see them.
Dear 3kliksphilip Im amazed of you doing so many bug report´s while actually having an effect with your videos on valve. You already know that you´re doing a good job / quality videos everytime. Want to let u know that there is a "server crasher"[feature] atm in csgo (prov by a big cheat provider a!mw...) Please let valve know about it so they fix it asap - its a pain in the ass to play right now.
I'm colorblind too, but I only have deuteranomaly, so it's only a mild annoyance in Counter Strike. However, I used to play PlanetSide 2, and that game is terrible to play when colorblind. I was forced to play for TR just to keep myself from team killing all the time.
I had no idea Nvidia Game Filter was a thing! Played around with the detail and the contrast options and woooow... when I turned it off I thought my monitor was fogged up because it was so blurry. Many thanks Philip
I feel as if a mix is best, but I lean to the more competitive side of things, thus advocate for more visibility (not to much more but in the sweet spot)
Great video, I'll definitively give this nvidia panel a try. Reminds me of the days of 1.6 where the skins could be changed locally and my CT skins were bright blue and the T ones were bright red
I remember in 1.5 when you could edit models skins and we added red patches on their shoulders because the old inferno cts where hard to see in a lot of spots or some shit. also your own custom skins,FREE was awesome.
As a colourblind person, thank you. The option where you said you wouldn’t see a difference helps me so much. As a LEM player I really think i “don’t see the players” too often, my team screams on mic “HES THERE DUDE” and I just don’t regonize them in some shades.
I think it would be pretty balanced to have all the player models have 5% higher contrast and 5% darker. And have all maps 5% brighter and 5% less contrast. I know you'd personally hate that last part because you love all the greenery in the new cache but 🤷¯
I think having players being able to camouflage under the right circumstances could be really cool and useful if utilised in a way that wont destroy everything
2:46 The settings here is basically what it feels like to put on glasses for the first time if you're nearsighted. This looks so good, even on the lower resolution textures. Somehow easier on the eyes, too.
As someone who has coded legit cheats, chams is one of the most important cheats in my opinion. For those that don't know, chams is just editing the player model to one, brightly lit color. It allows the user to easily see player models, without the need for a wallhack or something of the like that is more obvious. There were a few people who asked me to make a cheat that only had chams because of the new player models. While I don't think csgo needs something as extreme as a setting to make all models a bright neon green, it would be great to have something that allows for better clarity inside the game itself, without the need for third party software. The new models, and subsequent handling of the visibility issue, are the final reason for me quitting csgo competitively. I, for one, want this game to stay competitive. This may sound hypocritical from someone whose made cheats, but I can proudly say I've never sold them. I've made a few for friends, but for the most part it was a coding challenge for me to do. Because I still do love this game, even if I feel valve is making terrible choices.
My opinion on Player visibility is probably a bit "outdated" you could say. The thing is I was growing up on Quake 3 Arena, Age of Empires, Warcraft, etc... In any game I played as a kid you could just see the color of the team they are on so it made it much more simple. To put it in Counter-Strike... imagine Terrorists having just red color scheme and Counter-Terrorists Blue color scheme (Shirts, uniforms, helmets ... you get the idea) I mean CT's could've UN helmets for example and terrorists red berets. This is what I would call a optimal visibility, I doesn't need to be neon kind of brightness, but the overall scheme is what I'm after. Sure not everyone's gonna like it, but after all it is just mine idea ... a guy from nowhere and no power to do so, so yeah. Keeping things simple is sometimes the way in my book
I can't believe that we're at a point where we're discussing fullbright models for Counter-Strike just because the devs added Fortnite characters to the game.
I think a good balance is to do what a game like Overwatch is doing, which is to have a red outline around enemy player models. This way you can maintain a realistic look while keeping player readability high across all lighting conditions.
The nvidia post effects are a simplified and more restricted version of reshade. I'm pretty sure nvidia actually used a tweaked version of reshade for some things so although you said you wouldn't vouch for 3rd party software you haven't used. I'd really recommend giving reshade a go, its even possible to get screenspace raytraced global illumination if you want to. (it's a mouthful I know)
The way Valve solved this issue in TF2 is by adding rim lighting around the classes and props on maps. Disabling TF2's phong lighting makes everything darker but more visible from far away
I think the skins are designed to be more cosmetic that in relation to visibility. In train, terrorists have a clear advantage because they wear brown jackets and have grey caps. The environment is all brown and grey, while CTs are lit up like a Christmas tree. Tbh, I think it’s fine as it is. It can be fun to try and remain hidden so that you can stab them in the back or pick them off easily. It almost gives an alternate way of playing rather than a direct fps
I have always had a really hard time seing models over the background, i would really like something like the super bright one color models you showed... i'll be testing out those nvidia settings they seem cool i might be able to see something after only 1.4k hrs
Love you Phil !! Hope you're doing alright through this craziness in the world right now. Be smart, be careful and most importantly be safe. On the bright side maybe we get more kliks videos during quarantine?
I think visibility needs to strike the balance between models being perfectly visible when you look straight at them, but not like the examples at the beginning of the video where they can be noticed even at the very edge of your peripheral vision without actively looking for them.
One game that deserves a lot of praise for having excellent visibility is COD Blackops 2. Every angle and texture was meticulously planned so enemies always stood out and were easily identifiable. Its technicolor art direction helped a lot there, but games that followed started added "realistic" shaders and everything turned into a brown sludge.
there's still a lot of fun stuff that can be done driver side through registry hacks (that are btw totally "legal" and undetected by vac) . but most of these are undocumented or even have no default key set up , so you have to know the default key name and you have to add it manually. but the all-time visibility and high contrast setup is already possible with certain ... knowledge...
You could always turn down your graphics settings, btw. A lot of pros in Quake do exactly that; turn it all the way down so the environment looks like an N64 game lol. Of course, in the spectator view they'll be turned up to max for the audience
Personally, I find the Fullbright models too alarming but I also find the current visibility a problem. I think that there are multiple solutions to this, either to update the in-game model textures so that they're just slightly more visible *or* alternatively: allow mappers to change the color of the teams, even if it's not full RGB, just the standard T and CT color pallet would do wonders. I'm rooting for the latter as it might just be what's necessary to fix the issue. What do you think?
Yes that is how you reduce the triggers for epilepsy, because with a much higher initial brightness, any bright flashes will not have the same drastic effects than if they had a normal brightness setting.
I think Valve should do something like they did in TF2. Models aren't brighter than surroundings, but they're lit differently with this white-ish shine. It greatly improves visibility although if you want to keep realistic lighting you would have to tweak it a little
Yeah but it also makes skins give an unfair advantage to those who paid for them. I do agree that it would take away a whole aspect of a great game so here’s a solution Let’s get rid of player skins Everything’s solved
@@chlopaczekhula3524 yeah i do think they were not well thought out before release but how would they remove them, make them contraband like the howl or what, i don't like them but now there in the game i don't know what valve can do
@@wilkin-son i personaly think that they should add an option to only replace the opponents playermodels to default and only in competetive so that your rich friends still can flex but don't get an unfair advantage.
visibility should be cranked to 2000. The more hours and days in a row i played the game back when i played it the lower my reaction times went, because my eyes got tired of squinting to notice small color pattern changes indicating the awp that is about to scope me in 100ms. The game is straight up unplayable at pro level without special contrast and such settings. It takes way too much time for your brain to realise the color combination on the screen is enemy. I would even ask aren't macros and contrast settings basically the same? They both enhance the experience of originally normally running game in a way that puts others at disadvantage.
valve could add a toggle button for no different playermodels in competitive play, but they're not having it. silly to have the workaround for this issue be brighter maps and bright filters
cs 1.6. it was a good balance, never in cs 1.6 did I confuse anyone for a wall, it was always clear when there was a player vs a wall. I feel like some detail in the game has to be lost, but it increases performance so why not?
I think that the brightness of players should be increased a little but not completely contrasting. Making all playermodels one, high contrasting colour would reduce the need to predict where enemies are when peeking or holding an angle. You wouldn't need to focus on a specific area of your screen more than others if you know that there will be a greater stimuli where the enemy is. However, as it is now, I find that it's too hard go see enemies sometimes. Valve needs to find the right balance.
Yo, i myself am colourblind, and when i play csgo i sometimes just dont see a player model when they stand in the middle of the road, purely because they are the same colour. So the entire aspect of reaction time is just gone, because i will NEVER see them. I have had plenty of times where i just walk past enemies, it makes it really irritating to watch back my replays, because i should be able to see the players, but they just don't stick out in any way.
My main problem was that i got confused about who was in my team and who wasnt at times. Right now i got used to it but as soon as Valve introduces new player skins (and i'm sure they will) the problem will return and when there are as many player models as gun skins it will be impossible for me to not walk next to enemies without noticing or teamkilling all the time.
I remember playing 1.6 in CAL leagues they would make us use the old 1.6 models because the models were more balanced for CT and T. They had a name but I frogot what we called the old models.
*Glowing green player models*
Ex Quake competitive players: "we are home again"
Fullbright green Keel forever
@@twpsyn Orange Tank. Jr? :D
@@hdhg4ever white tank jr. :^)
all the quake pros have moved to diabotical now
@@VanessaMagick having played the closed beta for Diabotical, it's an excellent game.
I don’t think it’s a question of visibility since it used to be that everyone had the same (or very similar) character skins and most map makers take them into account. So in the end, everyone has more or less the same visibility over the course of the game.
But now that character skins has been introduced, people with skins that blend in with certain props or texture get a clear advantage over others that don’t have that skin.
You say it's not about visibility but then proceed to talk about how people are visibly blending in with props and textures lol.
@@0Bennyman It is about visibility in the sense that everyone should be equally visible and not have skins that blend in
CSGO IS PAY TO WIN!!!!
Jk lol
@@0Bennyman
TLDR: Visibility is not the problem with the default skins
.
Visibility becomes a problem when player skins are added.
Ergo visibility is not the problem, the new player skins are.
Yeah, probably worded that wrong. But the general visibility of the game used to be fine since most people had the same skins so were mostly equally visible. So hiding somewhere to make you less visible is fair play because it's equal for everyone.
But by adding player skins that had different color schemes, it creates a problem where players with a better skin can hide better. It's getting an unfair advantage by paying/getting a new item that others potentially can't. As an example, it's like boosting the range of the taser by a little bit. It may not sound like much but it can still make the difference between the ones that have and those that don't.
I think that before skins CS GO was in a really good place. Map makers decided the skins and they mostly looked similar for each team. If you camouflaged, it was because the map maker made it that way (intentional or not).
Now the ones who get to camouflage are those who have a big enough wallet and map makers just have to deal with every skin in the game. I think that skins took it too far
Everyone thinks that
Now you have to be careful when making maps and are restricted. Its unfortunate. I really wish they would meet us half was and have base colors on the models have their colors able to change depending on the map they are on.
Shirts that are blue turn to green if it matches the default models for the map. Tan or black and white or yellow or red. Doesn't really matter, as long as there is a clear and visible comparison to the default models that will make even the players paying the least attention aware that "i see this, this isnt supposed to be here, this isnt my teams colors"
i really don't understand why Valve (or rather, the CS:GO team in particular) have become so greedy. valve is literally making millions off of steam, and probably another hundreds of thousands of dollars because of the skins in this game. and yet, they still add cosmetics like it's nothing. why? aren't they already making enough money? and for who are they making those operator skins for? CS was never a game about customization anyway, so they only thing they're doing is bringing in the wrong people to this game, because it's not about customization, it's about teamwork, tactics, aim and skill, and cosmetics don't fit here, they never did.
"they want more players to come into the game" one would say. but to that i say that there are already enough players! we're talking about five hundred thousand of them! that's like 70 average stadiums worth of people! isn't that already enough? most games struggle to get even a tenth of that! so therefore, there is no excuse for them to continue adding cosmetics to this game. it adds nothing, and it doesn't help the game whatsoever, only the opposite.
and i still wonder why almost nobody's reacting to this, and we just let them keep adding these useless visual mechanics. let me remind you that you still need to pay if you want to add sprays, and they can only be used 50 times in-game, meanwhile in previous games it was completely free, and you could spray anything you wanted!
I actually really liked the old aesthetic of CSGO. The game has evolved so much now that the graphics don't even almost look the same as 4 years ago. Now they've given the whole world a cartoony and "smooth" vibe, as opposed to the old nitty gritty feeling.
@@xenhysics5926 and you are even grossly underestimating their revenue. They made 9 million from team and player stickers alone, so it's probably in the low 9 digits
An option do disable custom skins on enemies would be enough...
I remember when we used to force all models of a certain team to be the same back in 1.5, that alone improved gameplay a lot
Roger Cruz cl_minmodels 1
Then whats the point of buying those models...
Ultra ikr thats why valve will not add this command
@@vincent3363 In a game such as CSGO, I kinda understabs peoplw sacrificing looks abd fashion over gameplay, specially if it's unfair between players that paid em, and players that didn't.
@@Ultra289 The point is this isn't TF2. It's a game with a comp scene, and while I haven't checked if community comp like FaceIt disable these new models with a servside plugin, you're quite literally paying for an advantage if you know exactly where and how the model will hide you in Valve's comp servers.
I don't mind dark corners that feel like they're meant as hiding spots, but most of the time I want visibility to be high. Players being hard to spot in dark corners is fine, but blending in with the background is a pain in the ass. I remember SEALs in Atzec being hard as hell to see properly sometimes, and the most likely reason they were used was that they were the most sensible model realism-wise.
And then there was the damn fog.
it's subjective. I remember in cs 1.6, there's a corner in tunnels cts could hide when Ts would just enter tunnels, or in general how dark ct spawn, tunnels or car area on b was.
but it somehow balanced so well
That's why I don't like new maps, old cs still gave me such a aspect of adrenaline as I for a second jumped out of competitive tension and felt like a actual CT looking for Ts
CSGO feels way more inclined to just be competitive, which it has transformed in years. Old CS wad a lot old school on it's pallet to make it feel like you're in a battlefield
Oh yeah, that damn fog was a pain. Got so pissed about it that i uninstalled the game back then. I mean, dark corners: ok, camouflage (where everybody has the same models): ok. But that god damn fog: why? Why limit the range of engagement? I can see 30 meters in real life, bit why not in game?
Fog improves visibility.
thats what i like in Valorant
We had this back in quake 3 times, comp scene pretty much forced using these bright models.
@Jay Arre and quake live just has bright green models for enemies.
Dawid Pietrzak quake live defaults to forcing enemies to green Keel model but you can still disable model forcing or force them to whatever you want
@skOsH I think you are exaggerating a bit or or mixing up with the game Tribes Ascend :3
@@kavlo32 I mean, give or take one order of magnitude lol
@@kavlo32 man i miss Tribes so damn much
CS:GO five years from now
- mat_fullbright 1 is now enabled by default to improve visibility
- removed lighting on all levels currently in competitive rotation
[gameplay]
- nospread is now enabled
- players are now networked at all times
Updated the localization files
- color is now disabled by default (too confusing for new players)
- removed herobrine
@@kipchickensout actually the second part is pointless and just makes cheating problem worse
it should be more like
- player animation is now networked
- finially fixed unintended float -> int casting in lag compensation
heck some parts of player animation is already networked (and gets fucked by clientside animation code lmfao) so why not just network all of it
The thing with fullbright/brightskins is exactly how Quake and many other arena shooters does it. I don't think it's cheating at all.
Well, it can't be called cheating if everyone gets it.
it's for different gameplay and it would ruin cs.
@@nonenothing4412 You're supposed to see where the enemy is anyway. I don't give a fuck about "muh realism."
Quake is not Counter-Strike, in a game like Quake, stealth isn't as big of a tool as in Counter-Strike
@@nonenothing4412 every thing that change the SACRED CS CORE GAMEPLAY would ruin it. BS
Camoflauging is fine IF and ONLY IF all models are consistent in where they can hide. So pre-new models, I’m fine with people hiding in corners that obscure them somewhat. But in a world where different models of different prices lead to different hiding ability, visibility should be valued more than before
fingerknitter with some default models you can hide pretty easily example is the phoenix on overpass especially if u get the white shirt guy thrn you are pretty hard to spot on some walls
@@vincent3363 That's the reason why we check angles but new angles that are never expected to have players are created thanks to the custom player model skins.
IronHood yeah true there are some good hiding spots for default models for sure. But the thing I think is fair when there were only the defaults is, you know ahead of time with practice what colors of people AND hiding spots to look for. But when suddenly there are many models for each side, each with many colors and respective hiding spots, it makes hiding less... manageable to deal with. Plus, it means you can pick playermodels per map to hide, which is strategy outside of the game I dislike. Imagine having to own many models, all costing money, because “oh (insert model here) is a MUST HAVE for ct on this map because of (spot)” and if you want to get a leg up on that map now, buying a model gives you an advantage. The green models on new Cache were an example of totally throwing people off, and definitely benefitting them (CTs by the car sniper spot were really tough to see especially before FMPone changed the greenery around)
IamALeaf exactly. Some would say “well learn the new angles” but the thing is having to know 5x more skins that could go in 5x more spots, means you’re gonna get caught out by a silly skin in a silly spot for sure. Totally agree
Dirty Bomb did this fantastically IMO. Enemy players had a thin (but noticeable) red outline on them, as well as a slightly different camo pattern for enemies playing that character vs friendlies. It made tracking people easy even during the high speed the game usually went at.
I'm 100% in favor of player outlines, or at least some level of self-illumination. It always blows when you get killed by someone difficult to see. Furthermore, Valve's decision to brighten up dark spots of maps (notable, Inferno and Cache) makes it seem like they do not consider "blending in" an intended gameplay strategy.
God do I miss Dirty Bomb, definitely my favourite game of all time.
@@mythicalsnake8656 It was great, and I'm sad that it ended :(
@@strangemodul3 Why did it end, why wasn't it popular enough? It was a great game.
Would thought that game had everything that mattered to be a quality, long lived experience.
Solid gameplay and wonderful maps weren't enough to compensate for, i suppose, a bad business model.
That would be a pain in the ass to optimize and generally not a good idea. Recently i changed something in nvidia control panel and can see slightly behind smokes if there is a fire or nade explosion near the smoke. Imagine what would happen with outlined player models.
2:20 And suddenly we're in Morioh.
I think visibility should remain a relatively high priority when further designing the game. It's well within the realms of design to make the game both look readable and maintain a certain style or a look.
As an already highly clean looking game, CS:GO could be slightly more readable than it now is in my opinion. Lighting up the models, way more subtly than demonstrated here, could do it. Small part of why 1.6 or CS:S barely ever had this problem was because of the simpler lightning engine that blends models into the environment that much less accurately, that it subtly helps your eyes pick up the slightly clashing shading. It's just one small thing that adds up to overall visibility.
3:24 that looks like an amazing painting :D
Clearly visible at all times. I mean, I wish CSGO was like Quake/Quake 3. Smooth walls... fullbright models
Definitely
Was looking for this comment
i wish there were rocket jumping, and insta killing full accuracy weapons like i n quake.
@@lilyliao9521 rocket jumping no, full accuracy, sure :D
@@lilyliao9521 I found a way to get this in CSGO, if you type "quit" in the console, open steam and start Quake Champions you can do all of that and more, I'm amazed Valve hasn't patched this yet
I'm colorblind and honestly I really am starting to feel the disadvantage more and more lately. This wasn't the case with 1.5 and 1.6. Just brightening the maps isn't enough, many current character models merge easily with the map to me. I would definitely like an option for that.
For a game that's "competitive" there sure is alot of client side issues...
Give me 3 more renown competitive online FPS games that have this or higher level of polish please
@@caramia6681 I'm occasionally a game dev myself, and have plenty of experience with source. The fact that the game runs so smoothly and has such a good featurelist is somewhat of a miracle. Not to mention that yes, it's a decade old project that has already gone to F2P and its still being maintained against software and PM limitations, with a rigid competetive scene in the background.
The game is a mess tho, no doubt. But I have incredible respect for the devs, especially the current ones.
@@caramia6681 A Source 2 port would likely improve the game quite alot honestly, especially on the framerate and performance, since Source 2 supports modern DirectX. Are there any reasons in particular that you think a Source 2 port will worsen things, or are you just making assumptions?
@@caramia6681 yeah, working with huge old complex games post-release is truly a nightmare which deserves a raise on its own 😅😅 I hope a next CS will be on the table as an option
@@DesignFIaw old quake and unreal games ...
I would like them visible through walls and with a red outline. You know, like Clara
Visibility is a big issue specially with the new player models! Ty this was a much needed video 🙏
The devs should make sure there is always a clear contrast between the body and extremities of a player. The poor visibility example you showed on overpass could have been avoided if the whole player model was not the same shade of muddy green. Give them a torso that's the complementary color of green (red), keep the arms/legs green and the model will pop out of the background no matter the circumstances.
That being said I really don't see the harm in raising the brightness of the player models by at least a few levels. It looks fine to me.
But if you change it to red then it just causes problems for any map that might have a red wall or texture or even something that might just blend well with it, unless each part of the model were to be a different colour lol. Also deliberately making the Unique models stand out would make them kind of pointless, I mean in a game like CS you don't really want to be extremely visible.
s0ry Oh come on, no player model is gonna be bright neon red
@@zuckoVAL You want the model to be...Bright Neon Red? Yeah, I don't think people would want to buy that lol. I don't think people would play the game if all the models were Bright Neon Red either lol.
Sounds like Valve could do with some one like you to help them to overcome these challenges!
As a red-green colorblind person, this choice of colour could be an iss-... you know, I don’t think I need to explain why
2:20 looks like a jojo scenario
Part 4 lel
Morioh city
Reed *_DAGA KOTOWARU_*
custom player models shouldve never been added withouth an option to turn them off client side
But then everybody would turn it all down, rendering the effort to get the custom player model useless. The correct answer would be always active at casual, and always off at comp and tournaments. Therefore if they want to Fashionoffensive, they can do it in casual, not altering the perfect balance of comp.
Hey Philip. Thank you for making so much videos these days. I always love to see one in my feed.
It really helps in these boring Home-Office-Days.
Stay safe and healthy!
Hi Philip. Hope you're doing well.
@@caramia6681 ty, u too
stfu loser
Im in opinion good model visibility is still very important for fast paced game like CS and there should be enough contrast and details on player models to make them visible enough against all surfaces.
Just make the enemies use the default models, while your team has the custom ones
that's actually...a really good idea
good idea, i also propose valve maybe add an option to queue for matchmaking with custom playermodels disabled or enabled
This was suggested at the start when the new player model skins came out, but I think there is engine limitations and its not possible
No,you're just talking sense now.That's not allowed.
@@esszed engine limitations? bullshit! it's 2020!
we may not have the technology for seamless staircases but we definitely should be able to enable or disable playermodels
I like the method Quake Champions uses to make player models easily visible; putting a bright red outline glowing around enemies
2:20 *crazy noisy bizarre town starts playing*
That's why I love Quake and Warsow. You can choose whatever color models you want, even the fulbright once. It's all about aim and skill.
I feel like r_modelambientmin 0.2-0.3 might be a great compromise? I've personally always have had issues distinguishing player models from the map and had to ruin the aesthetics of the game just to be able to see them.
Dear 3kliksphilip
Im amazed of you doing so many bug report´s while actually having an effect with your videos on valve.
You already know that you´re doing a good job / quality videos everytime.
Want to let u know that there is a "server crasher"[feature] atm in csgo (prov by a big cheat provider a!mw...)
Please let valve know about it so they fix it asap - its a pain in the ass to play right now.
im colorblind and i having a hard time seeing the enemies. so badly i stopped playing.
Poor you. 😭
:(
I'm colorblind too, but I only have deuteranomaly, so it's only a mild annoyance in Counter Strike. However, I used to play PlanetSide 2, and that game is terrible to play when colorblind. I was forced to play for TR just to keep myself from team killing all the time.
I don't even play csgo, but I love the videos so much that I can't help but watch them
Clear Visibility for models is really important
I had no idea Nvidia Game Filter was a thing! Played around with the detail and the contrast options and woooow... when I turned it off I thought my monitor was fogged up because it was so blurry.
Many thanks Philip
ngl the example you used as "going too far" looks quite nice to me
I feel as if a mix is best, but I lean to the more competitive side of things, thus advocate for more visibility (not to much more but in the sweet spot)
2:28 Cool preset if you want the Morioh experience
Ah, a man of culture...
you deserve my respect
My maannn
You should check TF2s visibility! Its literally the perfectly balance of how blue and red still contrast just well enough with the background.
2:21
what a crazy noisy bizarre town
NANI IS THAT A JOJO REFRENC
Great video, I'll definitively give this nvidia panel a try. Reminds me of the days of 1.6 where the skins could be changed locally and my CT skins were bright blue and the T ones were bright red
just add wallhacks to the game like every other "cool" fps Kappa
I remember in 1.5 when you could edit models skins and we added red patches on their shoulders because the old inferno cts where hard to see in a lot of spots or some shit. also your own custom skins,FREE was awesome.
Remeber models from CPL from 1.6 times? This should be the golden standard for cs go, not that casual shitfest
As a colourblind person, thank you. The option where you said you wouldn’t see a difference helps me so much. As a LEM player I really think i “don’t see the players” too often, my team screams on mic “HES THERE DUDE” and I just don’t regonize them in some shades.
I think it would be pretty balanced to have all the player models have 5% higher contrast and 5% darker. And have all maps 5% brighter and 5% less contrast.
I know you'd personally hate that last part because you love all the greenery in the new cache but 🤷¯
Nvdia's Game Filter really helped me see better in dark corners
I think having players being able to camouflage under the right circumstances could be really cool and useful if utilised in a way that wont destroy everything
2:46 The settings here is basically what it feels like to put on glasses for the first time if you're nearsighted. This looks so good, even on the lower resolution textures. Somehow easier on the eyes, too.
As someone who has coded legit cheats, chams is one of the most important cheats in my opinion. For those that don't know, chams is just editing the player model to one, brightly lit color. It allows the user to easily see player models, without the need for a wallhack or something of the like that is more obvious.
There were a few people who asked me to make a cheat that only had chams because of the new player models. While I don't think csgo needs something as extreme as a setting to make all models a bright neon green, it would be great to have something that allows for better clarity inside the game itself, without the need for third party software.
The new models, and subsequent handling of the visibility issue, are the final reason for me quitting csgo competitively. I, for one, want this game to stay competitive. This may sound hypocritical from someone whose made cheats, but I can proudly say I've never sold them. I've made a few for friends, but for the most part it was a coding challenge for me to do. Because I still do love this game, even if I feel valve is making terrible choices.
something like the old ESL playermodels from 1.6 would be ideal imo, just using strong solid primary colors
"great efforts to make it [half life: Alyx] try and make things accessible" Costs £1000 for valve VR
AMD have this filter too, it's called RIS( Radeon Image Sharpei) and I play with it activated at 100% and saturation 100% too.
All I want is for me to see my teammates' economy and loadout in my fov when the sky is in the background.
Should be improving my knowledge yet here I am with my love 3kliksphilip improving visibility in csgo
Anyone whos ever used the bizon knows that its possible to deal 99 damage in 99 hits
playing csgo full on deep fried mode seems kinda rad ngl
My opinion on Player visibility is probably a bit "outdated" you could say.
The thing is I was growing up on Quake 3 Arena, Age of Empires, Warcraft, etc...
In any game I played as a kid you could just see the color of the team they are on so it made it much more simple.
To put it in Counter-Strike... imagine Terrorists having just red color scheme and Counter-Terrorists Blue color scheme (Shirts, uniforms, helmets ... you get the idea)
I mean CT's could've UN helmets for example and terrorists red berets.
This is what I would call a optimal visibility, I doesn't need to be neon kind of brightness, but the overall scheme is what I'm after.
Sure not everyone's gonna like it, but after all it is just mine idea ... a guy from nowhere and no power to do so, so yeah.
Keeping things simple is sometimes the way in my book
I just discovered 1.6's command "sv_skycolor r/g/b xxx" that does exactly what you show at the start,with players and first person models glowing. Wow
I can't believe that we're at a point where we're discussing fullbright models for Counter-Strike just because the devs added Fortnite characters to the game.
I think a good balance is to do what a game like Overwatch is doing, which is to have a red outline around enemy player models. This way you can maintain a realistic look while keeping player readability high across all lighting conditions.
The nvidia post effects are a simplified and more restricted version of reshade. I'm pretty sure nvidia actually used a tweaked version of reshade for some things so although you said you wouldn't vouch for 3rd party software you haven't used. I'd really recommend giving reshade a go,
its even possible to get screenspace raytraced global illumination if you want to. (it's a mouthful I know)
I never disliked full bright neon models, I honestly love playing with them, I think overall it's more fun.
use vibrancegui, it basically ups your monitor's saturation only for counter strike
I use it but the some skins are still bad.
i use it for everything
The way Valve solved this issue in TF2 is by adding rim lighting around the classes and props on maps. Disabling TF2's phong lighting makes everything darker but more visible from far away
when I play cod I can't see any people so this might be useful on that game as well thx Philip
I think the skins are designed to be more cosmetic that in relation to visibility. In train, terrorists have a clear advantage because they wear brown jackets and have grey caps. The environment is all brown and grey, while CTs are lit up like a Christmas tree. Tbh, I think it’s fine as it is. It can be fun to try and remain hidden so that you can stab them in the back or pick them off easily. It almost gives an alternate way of playing rather than a direct fps
I have always had a really hard time seing models over the background, i would really like something like the super bright one color models you showed... i'll be testing out those nvidia settings they seem cool i might be able to see something after only 1.4k hrs
Love you Phil !! Hope you're doing alright through this craziness in the world right now. Be smart, be careful and most importantly be safe. On the bright side maybe we get more kliks videos during quarantine?
I think visibility needs to strike the balance between models being perfectly visible when you look straight at them, but not like the examples at the beginning of the video where they can be noticed even at the very edge of your peripheral vision without actively looking for them.
It sounds like Valve could do with some one like you to help them to overcome these challenges!
@@protolanhan9824 I'm sure they'd find a use for Chemists =P
One game that deserves a lot of praise for having excellent visibility is COD Blackops 2. Every angle and texture was meticulously planned so enemies always stood out and were easily identifiable. Its technicolor art direction helped a lot there, but games that followed started added "realistic" shaders and everything turned into a brown sludge.
Too much visibility is when you already have no problem seeing player models and it gets increased. That's not the case. Valve pls fix
there's still a lot of fun stuff that can be done driver side through registry hacks (that are btw totally "legal" and undetected by vac) . but most of these are undocumented or even have no default key set up , so you have to know the default key name and you have to add it manually.
but the all-time visibility and high contrast setup is already possible with certain ... knowledge...
as a boomer, i think there is too much stuff to see in my screen. 1.6 had clear view on your screen, you could see enemy clearly.
You could always turn down your graphics settings, btw. A lot of pros in Quake do exactly that; turn it all the way down so the environment looks like an N64 game lol. Of course, in the spectator view they'll be turned up to max for the audience
Personally, I find the Fullbright models too alarming but I also find the current visibility a problem. I think that there are multiple solutions to this, either to update the in-game model textures so that they're just slightly more visible *or* alternatively: allow mappers to change the color of the teams, even if it's not full RGB, just the standard T and CT color pallet would do wonders. I'm rooting for the latter as it might just be what's necessary to fix the issue. What do you think?
that was surprisingly short
Thats what she said.
Yes that is how you reduce the triggers for epilepsy, because with a much higher initial brightness, any bright flashes will not have the same drastic effects than if they had a normal brightness setting.
maybe this problem can be solved with some
A I U P S C A L I N G
I think Valve should do something like they did in TF2. Models aren't brighter than surroundings, but they're lit differently with this white-ish shine. It greatly improves visibility although if you want to keep realistic lighting you would have to tweak it a little
Me:
Philip at 9 PM: *V I S I B I L I T Y*
remember material wallhacks and black/red player models? ahh good old CSS times lol
Admit it. You wanted to know how S1mple, Scream or some other pro got their colour settings :)
I didn't before but now I want to know...
Teach me
They should start adding flashlights to counter strike like they did in source and even 1.6
I like how it is now because you can play stealthy, adding higher visibility would remove that entire aspect of the game
Yeah but it also makes skins give an unfair advantage to those who paid for them. I do agree that it would take away a whole aspect of a great game so here’s a solution
Let’s get rid of player skins
Everything’s solved
@@chlopaczekhula3524 yeah i do think they were not well thought out before release but how would they remove them, make them contraband like the howl or what, i don't like them but now there in the game i don't know what valve can do
@@wilkin-son i personaly think that they should add an option to only replace the opponents playermodels to default and only in competetive so that your rich friends still can flex but don't get an unfair advantage.
The thing that I could listen to this guy after a hard day or before sleeping to easily fall asleep is weird.
"I'm blind! I can't see anything!" - Anarchy Clan
3kliksphilip love the videos keep it up by far my favourite youtuber i love the detail you go into.
visibility should be cranked to 2000. The more hours and days in a row i played the game back when i played it the lower my reaction times went, because my eyes got tired of squinting to notice small color pattern changes indicating the awp that is about to scope me in 100ms. The game is straight up unplayable at pro level without special contrast and such settings. It takes way too much time for your brain to realise the color combination on the screen is enemy. I would even ask aren't macros and contrast settings basically the same? They both enhance the experience of originally normally running game in a way that puts others at disadvantage.
valve could add a toggle button for no different playermodels in competitive play, but they're not having it. silly to have the workaround for this issue be brighter maps and bright filters
cs 1.6. it was a good balance, never in cs 1.6 did I confuse anyone for a wall, it was always clear when there was a player vs a wall. I feel like some detail in the game has to be lost, but it increases performance so why not?
I think that the brightness of players should be increased a little but not completely contrasting. Making all playermodels one, high contrasting colour would reduce the need to predict where enemies are when peeking or holding an angle. You wouldn't need to focus on a specific area of your screen more than others if you know that there will be a greater stimuli where the enemy is. However, as it is now, I find that it's too hard go see enemies sometimes. Valve needs to find the right balance.
Yo, i myself am colourblind, and when i play csgo i sometimes just dont see a player model when they stand in the middle of the road, purely because they are the same colour. So the entire aspect of reaction time is just gone, because i will NEVER see them. I have had plenty of times where i just walk past enemies, it makes it really irritating to watch back my replays, because i should be able to see the players, but they just don't stick out in any way.
My main problem was that i got confused about who was in my team and who wasnt at times. Right now i got used to it but as soon as Valve introduces new player skins (and i'm sure they will) the problem will return and when there are as many player models as gun skins it will be impossible for me to not walk next to enemies without noticing or teamkilling all the time.
Nvidia thing: alt+f3
Me: *accidentally presses alt+f4*
Game: YOU HAVE RECEIVED A 7 DAYS COMPETITIVE COOLDOWN FOR LEAVING TOO MANY MATCHES
The CT custom player model that’s dressed in mostly green is extremely OP on Cache #Degreencache
id be fine with camoflauge and shit in cs, if it wasnt behind a paywall to be more sneaky
2:20 what a beautiful duwang
I would like all the enemy players to wear a flashing siren on their heads ❗
I remember playing 1.6 in CAL leagues they would make us use the old 1.6 models because the models were more balanced for CT and T. They had a name but I frogot what we called the old models.
Remember when he was fart man
Your videos are cool but above all else your voice helps me fall asleep! Thank you