CS2's Magic Menu

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  • เผยแพร่เมื่อ 12 พ.ค. 2024
  • Here, let me reveal to you the secrets of the Source 2 engine, and how you too can fill the world with tens of thousands of shiny balls
    0:00 - Tools menu
    0:29 - Fullbright and lighting overview
    1:30 - Static VS realtime shadows
    2:46 - I fly to Morocco
    3:49 - Shadow settings compared to real-life
    5:20 - Light squares
    6:20 - Light BALLS
    6:59 - PBR
    7:49 - Ambient Occlusion
    8:20 - Third person
    8:35 - Cubemaps!
    9:20 - Optimisation
  • เกม

ความคิดเห็น • 755

  • @skirtsonsale
    @skirtsonsale 10 หลายเดือนก่อน +1306

    Very cool that you went all the way to morocco just to make sure the shadows there were being rendered properly

    • @hmark03
      @hmark03 10 หลายเดือนก่อน +62

      I know right? This kind of enthusiasm for journalism is sorely missed in the gaming community. And the fact that he took time out of his own freetime just to travel to Italy and Morocco for a work trip instead of going on a holiday? Truly a soon-to-be Pulitzer-award-recipient.

    • @frida_drida
      @frida_drida 10 หลายเดือนก่อน +40

      By going he also made sure the update would drop. Two birds with one stone

    • @ButtonMasherReal
      @ButtonMasherReal 10 หลายเดือนก่อน +48

      "For the most part, the shadows actually looked better in real life than in Source 2, though I couldn't help but notice this particular shadow was still somewhat blocky around the edges. God pls fix."

    • @saphricpcgaming5182
      @saphricpcgaming5182 10 หลายเดือนก่อน +1

      Someone's gotta do it.

    • @theYoutubeHandle
      @theYoutubeHandle 8 หลายเดือนก่อน +1

      it's a tax write-off

  • @tvojamamaomg
    @tvojamamaomg 10 หลายเดือนก่อน +416

    2:54 Builders of those doors would be so proud if they knew their creation was visited by a Valve employee.

    • @VADemon
      @VADemon 10 หลายเดือนก่อน +19

      I hope 3kliksphilip's brother left a sticky note on the door frame.

    • @sarcasmenul
      @sarcasmenul 2 วันที่ผ่านมา

      The builders probably died hundreds of years ago and would give a shit some random yank took their work as a reference.

  • @TheCatOfWarCSGO
    @TheCatOfWarCSGO 10 หลายเดือนก่อน +2693

    You kinda feel sorry for the texture artists tbh, when the lit but untextured map looks so beautiful. I can see why SUPERHOT went down this route of graphics...

    • @Randarrradara
      @Randarrradara 10 หลายเดือนก่อน +179

      Bro thought we wouldnt notice

    • @Akc7052
      @Akc7052 10 หลายเดือนก่อน +263

      Wtf bro how do you post 6 days ago

    • @HUSAM_420
      @HUSAM_420 10 หลายเดือนก่อน +3

      Bruh

    • @juliukas36
      @juliukas36 10 หลายเดือนก่อน +39

      How did you comment 6 days ago?

    • @gibuz
      @gibuz 10 หลายเดือนก่อน +102

      bro time travelled

  • @mrgamenight5500
    @mrgamenight5500 10 หลายเดือนก่อน +232

    8:22 "Toggle third person and you can see how you darken the atmosphere around you wherever you go. And in the game!" brutal lol

    • @trudaftgunpunk
      @trudaftgunpunk 10 หลายเดือนก่อน +18

      Truly sadge

    • @taco2422
      @taco2422 10 หลายเดือนก่อน +11

      hits too close to home

  • @pouyash5785
    @pouyash5785 10 หลายเดือนก่อน +263

    It's so refreshing to see a youtuber doing a deep analysis of what source 2 brings to the table. All the other youtubers are like, ooh it's shiny, ooh the movement feels weird, ...

    • @ElderlyAnteater
      @ElderlyAnteater 10 หลายเดือนก่อน +10

      it is definitely relevant to comment on how bad the movement feels considering how important it is to many CS players...

    • @miskamikkonen6969
      @miskamikkonen6969 10 หลายเดือนก่อน +4

      He EVen go MORocco to doublr cheCk the shadow.!

    • @loganatori6117
      @loganatori6117 หลายเดือนก่อน

      ​@@ElderlyAnteaterit feels the same dude

    • @ElderlyAnteater
      @ElderlyAnteater หลายเดือนก่อน

      @@loganatori6117 hmm I wonder what "9 months ago" means?

    • @loganatori6117
      @loganatori6117 29 วันที่ผ่านมา

      @@ElderlyAnteater means you're an idiot lmao

  • @gcsdaniel
    @gcsdaniel 10 หลายเดือนก่อน +32

    Local CS maniac goes to Morocco to compare CS2 graphics to real life

  • @jmanx4
    @jmanx4 10 หลายเดือนก่อน +368

    This video makes me really appreciate how much goes into just making the lighting of a map

    • @Argoon1981
      @Argoon1981 9 หลายเดือนก่อน +1

      I used to think making games couldn't be very hard, not that I add ever done a game but in my mind it was "how hard can it be, if there's so many people doing it?" so I decided to learn programing and do a game of my own and ... I quickly found out that making games, specially alone, is very hard.

  • @AccelCS
    @AccelCS 10 หลายเดือนก่อน +782

    7:00 Albedo is one of the 3 base textures used in a PBR workflow. It is basically the unlit solid color of the texture, and along with roughness and metalness, it can create a physically accurate material.

    • @Fs3i
      @Fs3i 10 หลายเดือนก่อน +117

      In physics, albedo is the fraction of light which you reflect. So, you can represent it as the base color, “this is what the material will reflect if hit with white light”

    • @RupeeRhod
      @RupeeRhod 10 หลายเดือนก่อน +19

      @@Fs3i idd, it existed before the push towards PBR as it's commonly used as base colour.

    • @quintonlee4107
      @quintonlee4107 10 หลายเดือนก่อน +18

      In other words, it is essentially just the Diffuse Map

    • @charliekill88
      @charliekill88 10 หลายเดือนก่อน +11

      @@quintonlee4107 nah its more like Albedo is the base color and Diffuse is the light scatter

    • @DrDarkly
      @DrDarkly 10 หลายเดือนก่อน +23

      ​@@quintonlee4107 Not really - think of a diffuse map (in the Source Engine sense) as an albedo with more baked in information, such as shading and whatnot. It worked for years but the drive for realism has left these mostly outdated as you can only really add on normal maps for faux depth, and specularity to make it more/less shiny.
      The goal of albedo maps are to be as flat as possible; essentially they're just the base colors that you'd see if a white light was shined at the object. You then add on extra information such as roughness, metalness, and normal maps, which light will interact with to create a physically based material that looks far more accurate. These materials can adapt entirely to different environments and lighting conditions while diffuse maps are much more static.

  • @SingeStheos
    @SingeStheos 10 หลายเดือนก่อน +404

    Hey Phillip! The shading you see in halfbright is called Matcap or Studio lighting.
    Studio lighting is where a file containing light info is passed onto the faces in the scene, resulting in the shaded effect you see.
    Matcap is based off a 1:1 image with a high resolution. The image only contains a perfect sphere with the desired face shading applied, and the image is then used to shade the scene. Clever people can use a fixed camera angle and plot materials onto a Matcap, resulting in a very quickly rendering video, at the cost of production time, so it's useful for rerenders.
    If you found this interesting, please look further into these quick methods of approximate lighting by reading further on Google.

    • @awsomebot1
      @awsomebot1 10 หลายเดือนก่อน +19

      furry detected

    • @cul-de-sac
      @cul-de-sac 10 หลายเดือนก่อน +48

      ​@@awsomebot1furries probably do more to benefit society than you do

    • @awsomebot1
      @awsomebot1 10 หลายเดือนก่อน +7

      @@cul-de-sac I'm sure all the furry art they commissioned has been really beneficial to human progress LMAO

    • @BenjaminBlodgettDev
      @BenjaminBlodgettDev 10 หลายเดือนก่อน +8

      Why wouldn't they just perform a per-vertex lighting calculation using the dot product of the surface normal and the camera angle? It looks to me like the classic fake lighting used in the early 3D games like star fox. Is there something I am missing?
      Edit: OP literally just made this up. Blender has a Viewport Shader tab with a "Studio Lighting" and "Matcap" option. The author of this comment seems to have extrapolated that the similar looking lighting in the Blender software means that these Source 2 options are using those techniques. The use of Matcaps is largely limited to sculpting software. Studio Lighting is Blender specific so it doesn't make any sense to say that Source 2 uses Studio Lighting for it's "halfbright".

    • @SingeStheos
      @SingeStheos 10 หลายเดือนก่อน +20

      @@awsomebot1 i know a furry who owns a pharmacy so.

  • @thealandude9146
    @thealandude9146 10 หลายเดือนก่อน +18

    the Morocco part actually helped me understand shadow a bit more for my drawings, did not expect to learn this at all from a CS/S2 video lol

  • @cedricksusername
    @cedricksusername 10 หลายเดือนก่อน +26

    I don't play Counter-Strike but I'm glad CS2 is coming out just because of these videos

  • @HeisenbergFam
    @HeisenbergFam 10 หลายเดือนก่อน +462

    "dont you just want to lick it"
    Philip is like that one crazy uncle who randomly says things that make you disturbed

    • @amason115
      @amason115 10 หลายเดือนก่อน +29

      is he wrong though

    • @Ground91
      @Ground91 10 หลายเดือนก่อน

      My monkey brain's single neuron wants to lick it

    • @artemon121
      @artemon121 10 หลายเดือนก่อน +33

      Thousands of reflective balls

    • @schrader150
      @schrader150 10 หลายเดือนก่อน +2

      You're everywhere dude

    • @aqua4790
      @aqua4790 10 หลายเดือนก่อน

      I literally just stopped the video after hearing this and went straight to the comments

  • @Kk-wp5rl
    @Kk-wp5rl 10 หลายเดือนก่อน +13

    The man went to Morocco to compare shadows with CS. That's dedication!

  • @n1conic
    @n1conic 10 หลายเดือนก่อน +20

    The main menu theme together with philips music layered on top of each other made my night

    • @armybirds
      @armybirds 10 หลายเดือนก่อน +1

      didn't notice that at first, it sounds great. his attention to detail is incredible

  • @yeezon
    @yeezon 10 หลายเดือนก่อน +42

    This is the most 3klikphilip a video can get for cs2

  • @dissolve5138
    @dissolve5138 10 หลายเดือนก่อน +26

    i like the flexibility source 2 allows devs and mappers to have

    • @fraizie6815
      @fraizie6815 10 หลายเดือนก่อน

      I too would flex with my maps

  • @Randarrradara
    @Randarrradara 10 หลายเดือนก่อน +9

    2:49 Now thats dedication, Philip!

  • @dougler500
    @dougler500 10 หลายเดือนก่อน +36

    I bet these videos make the graphics guys at Valve so. damn. proud!

    • @hellofoodthere8374
      @hellofoodthere8374 10 หลายเดือนก่อน

      Why

    • @Ferne345
      @Ferne345 10 หลายเดือนก่อน +7

      @@hellofoodthere8374cause usually nobody ever really pays attention to how much goes into a good looking game, people take it for granted.

  • @frederikvilhelm202
    @frederikvilhelm202 10 หลายเดือนก่อน +364

    3kliksphillip is the creator the community can't live without, but proably don't deserve! Keep it up Phillip! ❤

    • @0ceanCS
      @0ceanCS 10 หลายเดือนก่อน

      love you phil!

    • @HueyTheDoctor
      @HueyTheDoctor 10 หลายเดือนก่อน +1

      You either live long enough to die the hero or die long enough to villain the whatever.

    • @CourierSiix
      @CourierSiix 10 หลายเดือนก่อน

      This shit is so corny as hell

  • @do.xuantung
    @do.xuantung 10 หลายเดือนก่อน +8

    This is so fascinating to see how an "engine" works, there are countless components to this new engine

  • @oancemr
    @oancemr 10 หลายเดือนก่อน +91

    6:55 a really cool trick that Valve could do is to have an algorithm that populates the world with light probes based on where the player is likely to be. More probes closer to the ground, less probes in areas you can't reach or in the sky. This could improve the graphic detail a lot and decimate the map render time.

    • @SingeStheos
      @SingeStheos 10 หลายเดือนก่อน +4

      Bot nav maps could be a way of doing that, so good idea!

    • @oancemr
      @oancemr 10 หลายเดือนก่อน +22

      @@SingeStheos yeah, its greedy mesh algorith in 3D. Honestly someone should contact Valve with this idea XD I think it could be absolutely massive

    • @jeanrenne1436
      @jeanrenne1436 10 หลายเดือนก่อน +7

      You can probably interpolate between probes, so I think it would be worse to implement your idea (same result on dense regions, bad ones on other regions). Plus the fact that there are so many probes everywhere shows that it does not come with too much of a performance / map size issue. Only question left is compilation time. Well if you are willing to increase the density locally, you're gonna have at least the same overall complexity I am guessing.

    • @joshcollins7771
      @joshcollins7771 10 หลายเดือนก่อน +9

      Using non grid-based probes requires a separate table of probe positions used for finding the closest probe to each dynamic objects' position instead of rounding the position to a grid and indexing. This introduces huge performance costs because searching through a large, irregular table takes much, much longer than indexing.
      To avoid this (using a grid-based system), more likely locations for dynamic objects could include grids at increased fidelity. This is an decent solution for performance because it avoids long search times, but this comes at the cost of more file size. A separate table is required to denote where these increased fidelity grids are, and finding light data requires a few extra steps during runtime, especially in areas more common for the player to traverse, which introduces extra lag in possibly the worst place in the physical game world, where players spend most of their time. Also, the data structure naturally contains some redundant data where grids may overlap, especially in high-density areas (the most important).
      To avoid using this unnecessary disk space, either the data will be irregularly spaced (introducing more runtime lag again), or the data structure will be indexed in such a way that avoids duplicate data by writing over unnecessary bits. This is complex from a memory-management perspective, as well as a customizability perspective. Similar algorithms (that actually prevent this redundancy problem) do exist, but optimizing it for CS2 purposes may be difficult (it's hard to say, really), and creating custom maps or adding objects to the scene forces lighting recalculations. This is technically an option, but makes custom projects using Source 2 much more complicated than using a regularly spaced grid to determine probe locations.
      Unless someone is using a powerful computer with lots of disk space, this is impractical. Also, somebody would actually have to create the Source 2 mod and a 3D heatmap editor for this to be implemented, because it certainly isn't a viable option for the masses. I do appreciate the good thoughts though! As someone who likes to create games in my spare time, it's always nice to see other people trying to solve these kinds of problems too, because eventually the best solutions will become commonplace standards among graphics software which nobody even really thinks twice about. If you also enjoy these (rather in-depth) software problem-solving situations, I recommend Nemean's video on the Fast Inverse Square Root as popularized by Quake.
      TL;DR I don't think this would work at all practically, especially not for the small improvements that this could make, but I enjoy the discussion nonetheless.

    • @WhyDoesYTUseHandlesNow
      @WhyDoesYTUseHandlesNow 10 หลายเดือนก่อน +3

      Low grav or noclipping players still need proper lighting applied to them. Weapons and grenades can also get launched into the sky and need to keep looking good.

  • @PrismarineGaming
    @PrismarineGaming 10 หลายเดือนก่อน +3

    When you were looking at thousands of balls around 6:30 (lmao thousands of balls) I believe that it is not rendering points where lighting has been precompiled, but rather the points where lighting could (and in many cases has been) precomputed. The image of balls you saw is the result of applying modulo to Euclidean space causing a single ball to be rendered infinite times. The same principle is used in real-time rendering of fractals and stuff.

  • @juanlanas5425
    @juanlanas5425 10 หลายเดือนก่อน +3

    This was a fascinating watch, thank you!
    I can't wait to see what the community can achieve with this tools!

  • @Klar
    @Klar 10 หลายเดือนก่อน +4

    This videos pacing was great, I got lost in it till I realised it was going to be over.

  • @jacobsaid6263
    @jacobsaid6263 10 หลายเดือนก่อน +3

    Fun fact, the blurry edge of a shadow is called the penumbra. Second fun fact, rays other than light rays also have a penumbra, like X-rays.

  • @MarkusManon
    @MarkusManon 10 หลายเดือนก่อน +3

    I really appreciate the effort you put into subtitles, mr kliks ❤ thank you

  • @jackstonetran6412
    @jackstonetran6412 10 หลายเดือนก่อน +7

    Love these nerdy things you do. Being a game dev, These videos are so fun for me.

  • @abdallahouazzani918
    @abdallahouazzani918 10 หลายเดือนก่อน +1

    As I always, very cool video. And the fact that you visited Morocco made it extra cool for me. I hope you enjoyed your stay here ❤

  • @XanderNiles
    @XanderNiles 10 หลายเดือนก่อน +2

    Philip digging every possible feature of Source 2 mapping is always admirable to see and not just that but also taking trips to compare maps to in real life locations.

  • @morphious86.
    @morphious86. 10 หลายเดือนก่อน +32

    there's something mesmerizing about going around looking at the cubemaps in these maps, i'm really not sure why
    i guess it's just really satisfying seeing them line up so nicely

  • @karelvv8155
    @karelvv8155 10 หลายเดือนก่อน +66

    Just a guess on the balls. Perhaps all these balls outsiide of the playable area are needed for the method used to calculated the lighting value of each ball. It could be that each ball is reliant on the balls next to it. And a couple of iterative calculations are used. So the balls outside of the playable domain could be like the undisturbed lightning balls. Since the balls are pre calculated it wouldn't really hurt performance.

    • @giantnoah
      @giantnoah 10 หลายเดือนก่อน +27

      Probably more that its easier to just tell the mapping tool to calculate everywhere than it is to specify exactly where is playable and where isn't playable. I'd imagine if they have so many of them then they shouldn't take up that much space in the map file.

    • @paulbunyangonewild7596
      @paulbunyangonewild7596 10 หลายเดือนก่อน +6

      Or maybe they use less probes, but then when you enable this tool, it's generates these balls at an unreasonablely dense and far away space, and that their only purpose is to show you what objects would look like underneath them. But yeah it could also just be auto generated. Storage and vram are so inexpensive nowadays.

    • @finn9233
      @finn9233 10 หลายเดือนก่อน

      or maybe the peobe algoeithm is just optimised enoigh to reasomably use this amount of probes and get good results.

    • @MCitizen001
      @MCitizen001 10 หลายเดือนก่อน +6

      The real answer is that the mappers do specify exactly what areas to generate these probes for, but lighting will be BADLY broken for any dynamically lit object that exists in an area not covered by them, this means if you can potentially throw a grenade there (even if its outside the map) it needs to be covered. Some other objects like antennas and satellite dishes in the skybox also rely on this non-baked lighting to be lit properly. There are settings on the volumes that generate the probes however that allow you to generate them less densely which appears to be done here, with more probes densely packed into actual playable space vs outside the level.

    • @mfaizsyahmi
      @mfaizsyahmi 10 หลายเดือนก่อน

      There can be props moving about even outside the playable arae (i.e. the 3D skybox) e.g. planes.

  • @the_zens
    @the_zens 7 หลายเดือนก่อน +7

    For anyone that still wants to do this for themselves and is getting some kind of error while launching the game.
    Launch CS2 normally, then go to Settings, then Game and then select 'Yes' on Install Counter-Strike Workshop Tools. After doing this, exit the game and wait for an update to install, put -tools in the launch settings and voilà. The game should now launch with an additional window, which are the Workshop Tools, ignore these and press the developer console button (this is usually ~, the tilde key, under the Esc button) and you've got your new Source2, Vconsole2 developer console, which should be its own window.
    - Also note you won't be allowed to play multiplayer with this on, just remove the -tools from the launch settings

    • @NickPapison
      @NickPapison 7 หลายเดือนก่อน

      thanks! very helpful

    • @s--b
      @s--b 5 หลายเดือนก่อน

      Thanks!

  • @sexydog
    @sexydog 10 หลายเดือนก่อน +1

    I like how you're rediscovering physics with shadows

  • @arrowtongue
    @arrowtongue 10 หลายเดือนก่อน +6

    I feel as though textureless visuals look timeless, or beautiful always, especially combined with lighting, because you, even subconsciously, see the resolution of a texture, but if everything is white, the resolution is technically infinite, and the better lighting gets, the harder that effect sells.

  • @SuperLuminalMan
    @SuperLuminalMan 10 หลายเดือนก่อน +8

    I wanna play a game with the shiny cubemap option on now, that looks so trippy.

  • @crispy3260
    @crispy3260 10 หลายเดือนก่อน +1

    Dude really went into Morocco and immediately started analyzing the shadows

  • @Neo2266.
    @Neo2266. 10 หลายเดือนก่อน +7

    6:30
    I imagine these voxels are also used for the smoke physics

    • @randomcatdude
      @randomcatdude 10 หลายเดือนก่อน +2

      nah they aren't

  • @ferna2294
    @ferna2294 10 หลายเดือนก่อน +1

    Albedo from the official ValveSoftware page:
    "An albedo, often interchangeably referred to as diffuse map, is a term used to describe reflection coefficient of a material surface containing view-independent Base Color information without any additional lighting or shadow information. Often stored into a Image Texture.
    It's used to tell which color tint and initially add basic details for a Diffuse surface. And defines what we normally think of a texture as being before enhanced by other "treatment" textures like bump maps or specular masks."
    It is a diffuse map.
    Unity also uses the term albedo for the same.

  • @y1QAlurOh3lo756z
    @y1QAlurOh3lo756z 10 หลายเดือนก่อน +8

    The various PBR properties like albedo and AO etc are explained quite accessibly in the article "Real Shading in Unreal Engine 4 by Brian Karis, Epic Games", at the "Material Model" section on page 8.

  • @VERBAHEH
    @VERBAHEH 10 หลายเดือนก่อน +1

    Coming from someone who used to both watch and edit CoD4, these tools open up so many possibilities for editors in the CS scene. Can’t wait to see shat people come up with!

  • @Amin2k
    @Amin2k 10 หลายเดือนก่อน

    Awesome that you visited my country, hope you had a good time. You are welcome any time.

  • @twed0
    @twed0 10 หลายเดือนก่อน

    These CS2 technical videos really bring me back to watching your early CSGO videos after school.

  • @dirtkiller23
    @dirtkiller23 10 หลายเดือนก่อน +3

    can't wait for deep dive into Workshop Tools

  • @qudruplem8570
    @qudruplem8570 10 หลายเดือนก่อน +1

    Man CS2 seems like a lot of fun, i am really excited!

  • @kipchickensout
    @kipchickensout 10 หลายเดือนก่อน

    Hasn't been long but I already missed this type of videos :)

  • @StiekemeHenk
    @StiekemeHenk 10 หลายเดือนก่อน +3

    Albeideo means color, its the color/texture and nothing else.
    As for the shadows, GTA V has this feature where far away objects cast blurry shadows, thanks to Nvidia's PCSS. Easiest to see on a lamppole.

  • @somdov
    @somdov 10 หลายเดือนก่อน

    This is your best video in a few years imo

  • @easternhills1329
    @easternhills1329 10 หลายเดือนก่อน +1

    Being able to see all this cubemaps stacked in palace right next to each other is just so trippy... I'll never get over how easily we can fool our brains with things that look approximately right.

  • @jeanrenne1436
    @jeanrenne1436 10 หลายเดือนก่อน +2

    A subject that won't be covered anywhere else although it has a huge impact on ig content makers, hence the game itself. Happy that your channel exists although like many people here I haven't played cs for years.

  • @Greeze
    @Greeze 10 หลายเดือนก่อน +1

    Now I'm hyped for the CS2 mapping series

  • @wizirdman46
    @wizirdman46 10 หลายเดือนก่อน

    I love the optimisation part

  • @AlexDicy
    @AlexDicy 10 หลายเดือนก่อน +2

    I don't know why, but I enjoy seeing this kind of "behind the scenes" a lot

  • @MrTefe
    @MrTefe 8 หลายเดือนก่อน

    6:20 this is kinda satisfying. like seeing the straight lines in the balls just looks amazing

  • @rqertip
    @rqertip 10 หลายเดือนก่อน +2

    I can't believe phillip visited Morocco just to show us how shadows work

  • @sleambean
    @sleambean 10 หลายเดือนก่อน

    Layering the Philip music with the CSGO music sounded really interesting sonically! At the start of the video while talking about -tools.

  • @frithnanth1337
    @frithnanth1337 10 หลายเดือนก่อน

    this video really lets me appreciate the map and light design the developers put into the area where i live .

  • @foobar2285
    @foobar2285 10 หลายเดือนก่อน +3

    The reason for the large number of wasted "balls" is probably to make look-up faster. The amount of data stored for each probe is very small, so they can be packed into a large buffer on the GPU that you can lookup into faster, by simply calculating the index based on the current vertex/fragment's world space position. However, because calculating the index like this is only really possible if your probe volume is a cuboid, you have to stretch the volume to cover all parts of the level that need GI. You could add multiple probe volumes with different sizes to save some VRAM (this is actually very common in other engines), but it would come at the expensive of higher memory bandwidth and computation. Either you use multiple render passes, which is bad for achieving good utilisation on modern cards, or you increase execution time, memory bandwidth and register usage by dynamically checking which volume to sample in the shader. Generally, if we have enough VRAM to just fit everything (RAM scales, clock speed does not), it makes sense to pack the whole thing in one buffer. That being said, if you wanted to dramatically increase the probe density to get more accurate lighting, then you might run run out of memory and have to resort to another method.

  • @Rooster-Booster
    @Rooster-Booster 8 หลายเดือนก่อน +1

    I have noticed these half shadows when comparing shadows in games to real shadows, it's nice to know it's not just me considering these things when out and about

  • @JohnPaulBuce
    @JohnPaulBuce 10 หลายเดือนก่อน +4

    6:20 YEEESSSSS

  • @starlight_garden
    @starlight_garden 7 หลายเดือนก่อน +1

    9:09 Amazing transition.

  • @vikramjadhav3631
    @vikramjadhav3631 10 หลายเดือนก่อน +3

    Portal-based culling occurs on the CPU, whereas CS2 seems to have GPU-based culling (based on what you are showing here, I don't have access to CS2). You still can't just add a portal to your face. E.g., in a room, if the camera isn't looking at any portal, you can consider everything outside the room occluded.

  • @JimmyTheGiant
    @JimmyTheGiant 10 หลายเดือนก่อน

    I really don’t understand quite why I’m so interested in everyone of your videos

  • @Rosa-xg8tb
    @Rosa-xg8tb 10 หลายเดือนก่อน +2

    "That's because the Sun is big"
    Thanks Philip, the more you know!

  • @Trovosity-Entertainment
    @Trovosity-Entertainment 10 หลายเดือนก่อน

    so exciting! good stuff!

  • @felixkuper1344
    @felixkuper1344 10 หลายเดือนก่อน

    Your enthusiasm for computer graphics is lovely and the exact reason why I believe you would greatly benefit from an advanced computer graphics course from some uni!

  • @TheYohis25
    @TheYohis25 10 หลายเดือนก่อน +2

    Bro went to Morocco to comapare the shadows. 💀 Now that's dedication.

  • @adrienpech5925
    @adrienpech5925 10 หลายเดือนก่อน +1

    Can't wait for an in real life's shadows comparaison, heard about some cool new graphics optimizations...

  • @FrostusTv
    @FrostusTv 10 หลายเดือนก่อน

    I almost never play csgo or cs2, like 2 hours a year, really. But I enjoy your videos so much, for many years now. Man

  • @darkerrorcode
    @darkerrorcode 10 หลายเดือนก่อน +4

    Hi Phillip! The blurriness of shadows is due to what's called "Umbra" and "Penumbra"
    en.wikipedia.org/wiki/Umbra,_penumbra_and_antumbra

  • @defosh369
    @defosh369 10 หลายเดือนก่อน +2

    Variable shadow penumbra can be used. I believe that Crysis 2 used it quite a bit, considering it was a mainstream game. PC and DX11 though, but still quite nice to see.

  • @SolarMoth
    @SolarMoth 10 หลายเดือนก่อน

    the real life comparisons to video game tech are amazing

  • @mys_cs
    @mys_cs 10 หลายเดือนก่อน +1

    The ball invasion made me feel really eerie

  • @theHoIe
    @theHoIe 10 หลายเดือนก่อน +1

    whoa! disabling the textures at 5:30 and viewing only the lighting eerily reminds of Receiver 1

  • @Vlled1
    @Vlled1 10 หลายเดือนก่อน

    Just the fact that you went to Morocco just to check out a games shadows 😂 great work!

  • @666Counterforce
    @666Counterforce 10 หลายเดือนก่อน +2

    Amazing, everytime. A bit fast in your explanations to follow, but very interesting! thx, bro!

  • @tirthpatel1562
    @tirthpatel1562 วันที่ผ่านมา

    Albedo is the base color input of a texture, they usually don't have any lighting baked into it, if you bake some diffuse lighting in with the albedo, it becomes a diffuse texture. Hence when you were in the Albedo mode, it appears a lot like the fullbright option with everything being flat. Also the roughness mode deals with how coarse or shiny any surface of the map will be, for example metalic objects or the palace area of mirage willcb3 covered in black in the roughness mode. Hope this helps!😊

  • @magnus6683
    @magnus6683 10 หลายเดือนก่อน

    The last part looks sick

  • @Mugnum_
    @Mugnum_ 10 หลายเดือนก่อน

    8:20 oh shit, I'm used to AO being locked into camera's screen space perspective, great to see that people somehow figured out how to implement it differently

  • @bluebaby30
    @bluebaby30 10 หลายเดือนก่อน

    I didn't expect real time IRL shadow analysis

  • @georgejpg
    @georgejpg 10 หลายเดือนก่อน +1

    thanks philip very cool

  • @BlueFlytrap998
    @BlueFlytrap998 10 หลายเดือนก่อน +1

    Source1 actually has $albedo as an alternative to $basetexture in most engine branch. It's broken for most combinations but can sometimes work as a basetexture that doesn't self shadow with normalmaps.

  • @matts6816
    @matts6816 10 หลายเดือนก่อน

    Thanks Philip, very cool

  • @morwar_
    @morwar_ 10 หลายเดือนก่อน +1

    You always find a way of saying some jokes in-between the explanation that are inexplicably funny.

  • @1one807
    @1one807 10 หลายเดือนก่อน

    Thanks philip, very cool

  • @Infarlock
    @Infarlock 10 หลายเดือนก่อน

    I knew it's going to be interesting after seeing like the first 5s of the vid

  • @M4rtingale
    @M4rtingale 10 หลายเดือนก่อน +1

    What a fucking high quality video. Love it

  • @jinx8624
    @jinx8624 9 หลายเดือนก่อน

    its crazy how much is going on behind the scenes to make games work

  • @kayaxiecs
    @kayaxiecs 10 หลายเดือนก่อน +1

    cs2 is so awesome! surely I'll get beta access any time now :)

  • @pchris
    @pchris 10 หลายเดือนก่อน +2

    Albedo is just another word for a regular color texture. A texture that decides waht colors are on a surface when no lighting is applied. When you enable that option it seems to just shown the albedo texture on each object exactly as that texture would be displayed if you looked at it in the files.

  • @slovakthrowback3738
    @slovakthrowback3738 10 หลายเดือนก่อน +2

    Just a small correction, AFAIK, bump and normal maps are still used with PBRs, since bump and normals give the texture a lot of definition basically for free

  • @archiesully
    @archiesully 10 หลายเดือนก่อน +1

    albedo is one of the many texture maps that goes into making a pbr texture, it's pretty much just the solid colour information/image that is accompanied by the other textures such as roughness and AO.

  • @vackor
    @vackor 8 หลายเดือนก่อน +1

    man that drawgray looks fucking nice, wish valve would add that and visible only player chams with blue and red colors for extra clarity, and then my competetive itch is scratched

  • @austinthunder8964
    @austinthunder8964 10 หลายเดือนก่อน +1

    Albedo map is the colors of the textures without any effect such as opacity, roughness, emmissives. All that combined creates the material itself. Like the green leather covering B site's roof

  • @IdoN_Tlikethis
    @IdoN_Tlikethis 10 หลายเดือนก่อน

    i fricking love cubemaps

  • @OfflineOffie
    @OfflineOffie 10 หลายเดือนก่อน +3

    Now this is EXACTLY the type of video I like to see from you Phil

  • @BeatCrazey
    @BeatCrazey 10 หลายเดือนก่อน

    I love mat_fullbright 17 (where every surface is just the cubemap). Favorite debug view.

  • @notapplicable7292
    @notapplicable7292 10 หลายเดือนก่อน

    Man im massive jealous of the Morocco trip

  • @AnUncleanHippy
    @AnUncleanHippy 10 หลายเดือนก่อน +2

    Basic breakdown of PBR Materials:
    Albedo: The unlit colour of a material
    Normal: The direction the light should bounce.
    Specular: The colour the material reflects, this also works in black and white, so generally the lighter the specular the brighter the reflection.
    Metallic: How metallic an object is. 0 is not metal, 1 is metal.
    Roughness: How rough or glossy a surface is. 0 roughness would be a mirror, 1 roughness would be absolutely no reflection.
    AO: Contact shadows and just generally simulating objects being close with a texture which is much cheaper than doing it with real time lighting.
    Emissive: Is used for giving a texture the appearance of emitting light on a texture level. These usually don't emit any actual light, but will show up in reflections.
    Those are the main ones that are used in basically every PBR shader. There's also some other maps that are used like thickness for determining how thick and object is for determining things like refraction and subsurface scattering.

  • @joenutss
    @joenutss 9 หลายเดือนก่อน

    10:30 This whole video gives me the vibes of the hitchhikers guide to the Galaxy The bit words showing you the bable fish

  • @huttyblue
    @huttyblue 10 หลายเดือนก่อน +5

    So on the topic of "strap an area portal to their face"
    Area portals themselves are part of the compiled visibility tree structure and cannot be moved.
    Most games, including source do a thing called frustum culling, where stuff out of the camera's view are skipped. So any benefit of strapping an area portal to your face is already covered.

    • @ma1pa637
      @ma1pa637 10 หลายเดือนก่อน +1

      It's a bit more complicated than that. Frustrum culling only culls items that fall outside the visible area; but not elements hidden by other elements in front.
      The GPU culling is more simillar to Z-buffering; where all the items are placed onto a blank canvas according to the camera view from closest element to furthest item, and if they are completely hidden; then they do not render at all. Thus skipping most of the rendering steps and improving performance.

    • @huttyblue
      @huttyblue 10 หลายเดือนก่อน +1

      @@ma1pa637 Yeah, GPU culling is more advanced. I was comparing frustum culling to area portals which only check if something is visible through the portal bounds.

    • @guy_th18
      @guy_th18 10 หลายเดือนก่อน +1

      I was looking for a comment that would explain this, thank you!