Counter Strike With Raytracing?

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  • เผยแพร่เมื่อ 6 ก.ย. 2024

ความคิดเห็น • 790

  • @IvanGoughYT
    @IvanGoughYT 3 ปีที่แล้ว +976

    The grenade part is pretty amazing, so cinematic and "right" looking

    • @TheNilobyreach117
      @TheNilobyreach117 3 ปีที่แล้ว +26

      Left looking

    • @mfcx3438
      @mfcx3438 3 ปีที่แล้ว +37

      @@TheNilobyreach117 comedy genius

    • @melnikeo
      @melnikeo 3 ปีที่แล้ว +7

      @@TheNilobyreach117 clown of the day. You made my day so funny

    • @DartzinhoV
      @DartzinhoV 3 ปีที่แล้ว +3

      @@3kliksphilip Wait, seriously? I thought you did it in Garry’s Mod! (Although, in hindsight, Ancient probably isn’t in it.)
      So you just waited for the lights to bake in each of the frames for those shots?

    • @hoverbike
      @hoverbike 3 ปีที่แล้ว

      @@3kliksphilip there was that 1 guy who made dust 2 a bomb area in unreal engine, which, if I remember correctly, allows ray tracing to be enabled with a single click! Or something. It might be worth checking out, who knows if he would let you get access to his work, or maybe he could help you out.

  • @2rad4rio
    @2rad4rio 3 ปีที่แล้ว +713

    Counter Strike: Global Illumination

  • @kimeiga
    @kimeiga 3 ปีที่แล้ว +221

    If CSGO had just better prebaked global illumination, I think it would look miles better without needing to go the full way and actually be raytraced.

    • @jco_sfm
      @jco_sfm 3 ปีที่แล้ว +21

      the baked lighting is already raytraced, adding real time ray tracing wouldnt add much at all, especially cause theres such a focus on making flat lighting for player visibility

    • @kimeiga
      @kimeiga 3 ปีที่แล้ว +34

      @@jco_sfm right but the current global illumination pass manages to still not look all that good in my eyes, especially when compared to some still frames from this screenspace raytracing set up. I imagine a lot of what was shown in this video could be baked

    • @jco_sfm
      @jco_sfm 3 ปีที่แล้ว +8

      @@kimeiga competitive lighting at work

    • @odobenus159
      @odobenus159 3 ปีที่แล้ว +6

      @@kimeiga Flatter lighting makes players contrast more. I'm pretty sure it's intentional.
      Not that they care about the player experience anymore, though, so...

    • @PumpyGT
      @PumpyGT 2 ปีที่แล้ว

      @@jco_sfm Ya Ive played modern warfare 2019 and I cant stress how much I hate not being able to see my enemies

  • @Clown895
    @Clown895 3 ปีที่แล้ว +859

    If you wanna view it with better raytracing, you'd be better exporting the map into a 3d modeling program like blender, won't be able to play it and you might have to tweak a few shaders but will let you see proper raytracing

    • @Bestgameplayer10
      @Bestgameplayer10 3 ปีที่แล้ว +70

      That’s what I thought he would’ve done, export then import the map into another game/software with RT to show it off but I guess not.

    • @matidfk5171
      @matidfk5171 3 ปีที่แล้ว +55

      I've recreated a section of overpass in blender, and only after a few hours of rendering a 3 second animation and hours spent trying to recreate the place did i find out you can somehow port the map into blender directly lol

    • @antoinepersonnel6509
      @antoinepersonnel6509 3 ปีที่แล้ว +46

      Yay Dust2 with 30minutes per frame ! Thanks Cycles ! x)

    • @notalostnumber8660
      @notalostnumber8660 3 ปีที่แล้ว +11

      @@antoinepersonnel6509 .
      You can actually speedup cycles if you value your time over pristine quality.
      Reduce the light bounces on glass differently from normal surfaces.
      Reduce the actual number of cycles.
      Update blender, and perhaps use a better graphics card.
      Blender also has a noise filter, which could be worth a try if you want quick results, or want to move around instead of just doing a still frame.
      Also, you could split the map into different sections, so you render less of it at once.

    • @matidfk5171
      @matidfk5171 3 ปีที่แล้ว +5

      @@antoinepersonnel6509 haha refractive and reflective caustics go brr because theyre on by default and im sure it wouldve saved me a ton of time if i remembered to turn them off

  • @The1Wolfcast
    @The1Wolfcast 3 ปีที่แล้ว +712

    Imagine og counter strike with ray tracing

    • @FLy1nRabBit
      @FLy1nRabBit 3 ปีที่แล้ว +77

      If it works with Quake 2, it should work with Counter-Strike 1.6 right?

    • @Lomni
      @Lomni 3 ปีที่แล้ว +78

      @@FLy1nRabBit Yes and no. GoldSrc is a heavily modified Quake engine, so implementation won't be exactly like Quake II.

    • @artem7804
      @artem7804 3 ปีที่แล้ว +9

      Imagine dragons

    • @FLy1nRabBit
      @FLy1nRabBit 3 ปีที่แล้ว +10

      @@Lomni I figured if it works on that ancient of an engine it would work with gold source, but I have no idea of the intricacies of it so maybe there’s more technical things that would make it more (or less) difficult.

    • @Salvguard
      @Salvguard 3 ปีที่แล้ว +9

      @@Lomni Someone managed to make a video of HL1 with pseudo-raytracing, so it's totally possible for 1.6.

  • @sprx5506
    @sprx5506 3 ปีที่แล้ว +574

    I must say, having csgo with ray tracing would look absolutely PHENOMENAL if you're spectating a match. but it doesn't really serve a purpose in when you're actually tryna PLAY THE GAME (huge fps drops)

    • @MaxCE
      @MaxCE 3 ปีที่แล้ว +44

      well csgo is mostly cpu heavy so there is a lot of gpu resource available so if you had an rtx 3090 it eould work good

    • @kanjakan
      @kanjakan 3 ปีที่แล้ว +12

      Good idea. If they add it, it should probably be for spectators only.

    • @swaws1577
      @swaws1577 3 ปีที่แล้ว +2

      hi sparks

    • @Hyperus
      @Hyperus 3 ปีที่แล้ว +14

      @@MaxCE This is an inherently incomplete Statement. CSGO is not CPU heavy at all, it is just so light on the GPU that what contributes maximum framerates is less bound by the GPU.
      That said, making CSGO a title that is way heavier on the GPU is counter productive.

    • @buriedstpatrick2294
      @buriedstpatrick2294 3 ปีที่แล้ว +2

      Well, at some point it will make more sense. A proper DLSS implementation in addition to graphics prices eventually dropping back to normal levels.
      Just the benefits from mapping workflow alone is justification enough to implement it in, if not CSGO, then some future version of counter strike. No more tweaking lighting parameters and waiting hours to see the change.

  • @BlindBison
    @BlindBison 3 ปีที่แล้ว +114

    The 5:17 comparison is just wow - it looks so wrong with the non-RTGI.

    • @BlindBison
      @BlindBison 3 ปีที่แล้ว +9

      @@3kliksphilip thanks, that'd be awesome love these types of videos you do. Your DLSS/AI upscale vids were awesome.

    • @zed7038
      @zed7038 3 ปีที่แล้ว

      @@3kliksphilip Make it a short

  • @halbgefressen9768
    @halbgefressen9768 3 ปีที่แล้ว +84

    Having Raytracing would also allow more experimental map elements like mirrors. Imagine a map where you can see enemies in a mirror

    • @TheRealEbass727
      @TheRealEbass727 3 ปีที่แล้ว +7

      Like in a hospital where they have those mirror bulbs at the end of some hallways where you can see who's on either side

    • @TitanKaempfer
      @TitanKaempfer 3 ปีที่แล้ว +4

      Imagine a map that features like a whole mirror maze!

    • @randomcatdude
      @randomcatdude 3 ปีที่แล้ว +1

      @@yatharthsingh5349 no? that's just a static cubemap

    • @Lulzalex
      @Lulzalex 3 ปีที่แล้ว

      @@yatharthsingh5349 What the fuck are you talking about? He just said in the video that's a cube map

    • @vibaj16
      @vibaj16 ปีที่แล้ว +1

      As explained at the start of the video, you could already do that as long as there's just one mirror

  • @SirKartoshka
    @SirKartoshka 3 ปีที่แล้ว +330

    Woah, Minecraft RTX with gun mods?

    • @AzozGamer936
      @AzozGamer936 3 ปีที่แล้ว +2

      ( ͡° ͜ʖ ͡°)

    • @morfy2581
      @morfy2581 3 ปีที่แล้ว +7

      check out the game Teardown.

    • @SirKartoshka
      @SirKartoshka 3 ปีที่แล้ว +4

      @@morfy2581 Teardown good

    • @MixedVictor
      @MixedVictor 3 ปีที่แล้ว +1

      @@SirKartoshka put gravity gun mod on teardown and your pc will start crying

    • @lartts7483
      @lartts7483 3 ปีที่แล้ว +1

      That is possible, SEUS PTGI isn't really RTX but close enough. You could pair it with Vic' Modern Warfare, Modular Warfare, Expansive Weaponry, Flans Mod, Crafting Dead, MrCrayfish's Gun Mod, and more...

  • @MrBump2
    @MrBump2 3 ปีที่แล้ว +40

    *Laughs in Portal 2 baked-in reflection raytracing*

    • @LuizDahoraavida
      @LuizDahoraavida 3 ปีที่แล้ว +10

      cubemaps, cubemaps everywhere

    • @Wheagg
      @Wheagg 3 ปีที่แล้ว +3

      Oh also mappers COULD use that game's realtime lighting in CS of they wanted.

    • @someanimator1977
      @someanimator1977 2 ปีที่แล้ว +1

      @@Wheagg uhhh no, ive mapped for csgo before and its quite impossible to use that to get good lighting, its way easier to use the normal lights.

    • @Wheagg
      @Wheagg 2 ปีที่แล้ว +1

      @@someanimator1977 like it or not, that uses CSM. The only reason shadows in that game are sharp is because of CSM. It's on with all lights.

  • @InfiniteFox
    @InfiniteFox 3 ปีที่แล้ว +29

    2:17 "And even with all that, I'm still sat here worried that the VAC ban hammer will land on my account in the near future"
    Man, the many many times I thought that while making frag movies haha. I thought I was the only one. Real shame that that is something you have to worry about when you want to make the game look as good as possible without using stuff like Unreal Engine.

    • @sidhantjasrotia220
      @sidhantjasrotia220 3 ปีที่แล้ว +5

      lol tried to make one myself, saw the ban warnings, noped out quickly, idk how you guys do it

    • @InfiniteFox
      @InfiniteFox 3 ปีที่แล้ว +4

      @@sidhantjasrotia220 You could use alt-accounts or put startup commands like -unsecure (or insecure..? can't remember) that will disable VAC. Obviously you won't be able to join VAC secured servers but even then I'll ask myself if I actually put in the command every 2 minutes lmao

  • @jaredmeit6127
    @jaredmeit6127 3 ปีที่แล้ว +11

    Knowing where a flashbang went off, and temporarily seeing shadows like that would be amazing!

  • @OLBarbok
    @OLBarbok 3 ปีที่แล้ว +77

    Raytracing minecraft is so damn sexy, I can never get enough of it.
    I didn't actually see your Sky color videos in my subscription feed, so I will definitely watch it now since that seems very interesting.

    • @OsamaRana
      @OsamaRana 3 ปีที่แล้ว +1

      You didnt see them because Philip unchecked the box to put it into the sub boxes

    • @OLBarbok
      @OLBarbok 3 ปีที่แล้ว

      @@OsamaRana Well, I didn't even see the initial video on it.

    • @tr7zw
      @tr7zw 3 ปีที่แล้ว

      I'll be honest, raytraced minecraft looks horrible. I'm not sure what TH-camrs are about when they show the windows 10 edition with raytracing and it looks like absolute shit, but then say "this looks perfect".

    • @cavemann_
      @cavemann_ 3 ปีที่แล้ว +1

      @@tr7zw Wdym it's the perfect game to demonstrate ray tracing on, and it makes a world of difference in a game like Minecraft

    • @OLBarbok
      @OLBarbok 3 ปีที่แล้ว +1

      @@tr7zw I recommend getting glasses.

  • @celeryslice
    @celeryslice 3 ปีที่แล้ว +26

    Just want to let you know, this is the first of your videos in a while to show up on my front page. Dunno why, been having to go to your channel to see your new videos.

    • @NexdEdits123
      @NexdEdits123 3 ปีที่แล้ว

      @@3kliksphilip yep, but only the past 4 videos. But I make sure to watch the stuff i've missed xD

    • @LetrixAR
      @LetrixAR 3 ปีที่แล้ว +1

      @@3kliksphilip I only noticed Sounds of 'Pain' and What if CS:GO Was Sunnier?. None of the shorts in between showed.

    • @jonahwalker8
      @jonahwalker8 3 ปีที่แล้ว

      @@3kliksphilip Haven't been seeing your videos for a couple of months unfortunately. Hopefully that's fixed now.

    • @ganibattlebeard
      @ganibattlebeard 3 ปีที่แล้ว

      @@3kliksphilip TH-cam Algorithm always be on something

    • @j4ssgg
      @j4ssgg 3 ปีที่แล้ว

      x2

  • @CS2architecture
    @CS2architecture ปีที่แล้ว +5

    @10:51 3kliksphilip called for volumetric smokes - Counter-Strike 2 devs delivered it a year later :)

  • @Fl0yd-
    @Fl0yd- 3 ปีที่แล้ว +69

    What about csgo actually getting nvidia reflex support?
    The only feature the game was actually entitled to receive since they announced it.

    • @samasher5370
      @samasher5370 3 ปีที่แล้ว

      Is this feature just a placebo or does it actually work?

    • @Fl0yd-
      @Fl0yd- 3 ปีที่แล้ว +9

      @@samasher5370 it’s a legit feature.

  • @Furious321
    @Furious321 3 ปีที่แล้ว +5

    9:15 - An Optiwand LOL
    "Red! Mirror under the door..."
    "As an element! Breach, bang, and clear. Go when ready."

    • @Lulzalex
      @Lulzalex 3 ปีที่แล้ว

      How did I not catch that SWAT 4 reference? Fuck sake. I still play it every so often, there's active Barricade Suspect and Co-Op servers running with full player counts

  • @mastergame1311
    @mastergame1311 3 ปีที่แล้ว +90

    Tune down the contrast and it may look neat.

    • @愛
      @愛 3 ปีที่แล้ว +10

      the saturation*

    • @drumboarder1
      @drumboarder1 2 ปีที่แล้ว +1

      The television*

  • @elu5ive
    @elu5ive ปีที่แล้ว +2

    developers should just run raytracing on their environments to see how they're supposed to look and then just adjust them to look raytraced even when they're not, saving lots of performance and gaining more pleasant visuals

    • @vibaj16
      @vibaj16 ปีที่แล้ว +1

      that's a more complicated way of how it's already done. Ray tracing is done on a map and then baked into the textures. Source just doesn't do it very well. Source 2 does it a lot better. Also, Source 2 actually has the "ray traced" sounds that he was talking about, and even has volumetric smokes with physics

  • @MintRobin
    @MintRobin 3 ปีที่แล้ว +30

    The colour bleed is too strong. When I look at my wall, and my carpet, I notice, the wall is the wall's colour, and the carpet is the carpet's colour. Maybe the wall is a bit darker at the bottom? I can't really tell. Colour bleed doesn't happen often in real life, at least not like this is showing.

    • @esededr
      @esededr 3 ปีที่แล้ว +9

      It's amped up in this example, and colour bleed very much is a factor in the appearance of other surfaces. For example, there was a corner of my garden that was very dark for a long time, so I painted the wall adjacent white, and now the area is much brighter.

    • @MintRobin
      @MintRobin 3 ปีที่แล้ว +3

      @@esededr Yeah you're right he said shortly after that, but unless we're talking sunlight on a reflective colour, like your example, there should be virtually zero bleed.

    • @SpecterNeverSpectator
      @SpecterNeverSpectator 3 ปีที่แล้ว

      Even less on darker colors, things like that often happen in reflective areas, because they reflect the color near them instead of their own, maybe if light is only hitting a certain object that is brightly colored.

    • @vibaj16
      @vibaj16 ปีที่แล้ว

      @@MintRobin doesn't matter how "reflective" it is, if you see an object having a color it obviously has that color light coming off of it, so it will "bleed" to other surfaces, just not very much

    • @MintRobin
      @MintRobin ปีที่แล้ว +1

      @@vibaj16 Yeah, I agree, but the key part in my message is that it was far "too strong" it looked unrealistic.

  • @smlgd
    @smlgd 3 ปีที่แล้ว +2

    The way this works is by doing screen-space ray-marching. It's exactly the same thing that's used to make screen space reflections (SSR) that's present in almost all current games. SSR has the same limitations as this, but because it is normally restricted to smaller surfaces that aren't perfectly flat, it's usually "good enough"

  • @existentialselkath1264
    @existentialselkath1264 3 ปีที่แล้ว +27

    Reshade rtgi is great, but I see a lot of people thinking it's representative of a proper raytracing implementation
    Most of the advantages of raytracing comes from calculating the lighting of offscreen elements, which reshade can't do

    • @CeeJayDK
      @CeeJayDK 3 ปีที่แล้ว +2

      Can't do it currently.
      But if Reshade could read the position and direction of the camera in the world (which might be possible for some games by creating a Reshade addon for that game with the upcoming addon feature in Reshade 5.0), then Pascal Gilcher believes he could create a global illumination shader that uses voxels and has memory.
      Basically it would slice the world into voxels and remember the lighting for each of them, and when you moved about it would still remember the lighting from the voxels that are now off-screen as long as the camera has seen them before.
      So it builds a map of the game as you play.
      This would eliminate many of the issues with not seeing the light that is off-screen, although it would be a memory of what was last there and not knowledge of what is currently there so the blinking lights demonstrated here would no longer be blinking once they go off-screen.
      But for non-blinking light sources (by far the most common) it would work fine.

    • @existentialselkath1264
      @existentialselkath1264 3 ปีที่แล้ว +1

      @@CeeJayDK that would be great, but it's still not close to a proper implementation. It would still have ssr artifacts in new areas, and it has no idea where any of the lights actually are, especially the sun.
      It would still be a huge improvement though, and I'd definitely be happy with it

    • @CeeJayDK
      @CeeJayDK 3 ปีที่แล้ว

      @@existentialselkath1264 It would if you looked at it once. Like I said it would have memory.

  • @albarnie1168
    @albarnie1168 3 ปีที่แล้ว +11

    Ssgi requires direct lighting to already be there, which is why it didn't work when you disabled lighting. A better example would be perhaps disabling bounce lighting in source if possible.

    • @philmikehunt7479
      @philmikehunt7479 3 ปีที่แล้ว +1

      i'm pretty sure you can do that if you set the -bounce parameter to 0 when running vrad, i'll have to try it later

    • @scav3167
      @scav3167 3 ปีที่แล้ว

      Real

  • @AB3producciones
    @AB3producciones 3 ปีที่แล้ว +9

    I just love applying RTGI to old games and playing them again

  • @thepunisherxxx6804
    @thepunisherxxx6804 3 ปีที่แล้ว +13

    Metro Exodus Enhanced Edition is fully ray traced, not just reflections. First AAA modern graphics game to do so I believe. Looks and runs amazing with DLSS.

  • @command6519
    @command6519 3 ปีที่แล้ว +57

    use -inscure when lanching csgo so vac is disabled so you dont risk getting ban

    • @MagnusVestergaard
      @MagnusVestergaard 3 ปีที่แล้ว +2

      inscure or insecure? Just gotta be sure

    • @sulphurous2656
      @sulphurous2656 3 ปีที่แล้ว +8

      @@MagnusVestergaard -insecure

    • @Wheagg
      @Wheagg 3 ปีที่แล้ว

      Not all the way off though...

    • @FR4M3Sharma
      @FR4M3Sharma 3 ปีที่แล้ว

      @@Wheagg What do you mean?

    • @MagnusVestergaard
      @MagnusVestergaard 3 ปีที่แล้ว

      @@Wheagg I reckon you mean "not far off", but 1 character is far enough, I believe that it's even sensitive to capitalized letters so getting it 100% correct is important.

  • @javsjavs8659
    @javsjavs8659 3 ปีที่แล้ว +5

    11:24 After all these years of watching kliksphilips videos I'm able to spot an editing error for the first time (background footage from RTGI off shows a pop up with sliders at the end)

  • @lucasthebros5264
    @lucasthebros5264 3 ปีที่แล้ว +2

    I feel like AWP's having a built-in rear view mirror would influence the game in such a small way but it would be so cool to see a pro player use it to get a 180 degree no scope

  • @michaelFoucheGodIsGood
    @michaelFoucheGodIsGood 3 ปีที่แล้ว +3

    the thousand of you that watched it though , @3kliksphilip . That made my day how humble and bold of you to be so honest. Most YT's are so focused on the success when you are and have blessed us with hours of entertainment . You are often on a nostalgia train and I love that .

  • @velsyn148
    @velsyn148 3 ปีที่แล้ว +6

    Gmod doesnt support the sharp shadows and some other effects from modern CS, thats a reason to why things might look off. About the old and error maps, you could have just mounted the game through the small controller icon in the main menu

  • @ttopocb
    @ttopocb 3 ปีที่แล้ว +1

    You forgot the main part of csgo: gameplay.
    It's not just about fps drops, it's also about visibility.
    With all this raytracing stuff, it would be much harder to see the enemy in closed interiors

  • @t1nkerium
    @t1nkerium 3 ปีที่แล้ว +19

    What would Destruction Darius 2 look like with ray tracing?

  • @CherryZ
    @CherryZ 3 ปีที่แล้ว

    Me: "What will raytracing bring to the game?"
    Plillip: "lots of bright lights and error messages"

  • @TheQuadry99
    @TheQuadry99 3 ปีที่แล้ว +3

    What if csgo had a dynamic weather? That would be amazing, rain, snow, wind that push your nades away.

    • @igorthelight
      @igorthelight 2 ปีที่แล้ว

      Kinda true.
      Competitive players hated more realistic grenades physics in Source so they will hate this too :-)

  • @itagamineko
    @itagamineko 3 ปีที่แล้ว +2

    how to make a game look realistic: make everything WET and REFLECTABLE

  • @steveneven7895
    @steveneven7895 3 ปีที่แล้ว +2

    3:39 "Where the roof and sex with the walls"
    can't unhear it

  • @xXDeiviDXx
    @xXDeiviDXx 3 ปีที่แล้ว

    Tip for Reshade RTGI users:
    there's an option in the preprocessor section called MATERIAL_TYPE or something set to 0,change it to 1 and 2 new sliders will appear called Specular and Roughness. You can lower roughness in order to simulate light reflecting on metallic surfaces.

  • @Shadowreaper8435
    @Shadowreaper8435 3 ปีที่แล้ว +2

    "quake 2 and minecraft come to mind"
    *sad teardown noises*

  • @cyandrix
    @cyandrix 3 ปีที่แล้ว

    YAY! I see one of your videos have finally got some high view early, glad things are picking it up!

  • @mightymixes
    @mightymixes 3 ปีที่แล้ว +1

    probably the first and only time i gonna see a
    3kliksphilip minecraft gameplay

  • @KaaptnIglo
    @KaaptnIglo 3 ปีที่แล้ว

    I don't play CS Go but spotting your ennemy in the reflection of your knife sounds SO COOL :D

  • @mfaizsyahmi
    @mfaizsyahmi 3 ปีที่แล้ว +2

    I wish there's a custom RAD program out there that does proper raytrace GI. Or, in fact, a custom source build that takes vis and rad info and implement lighting as you described towards the end of the video.

  • @kice
    @kice 3 ปีที่แล้ว +3

    The selling point of NVIDIA graph card, at least in my opinion, was "read time" Raytracing to "real time" Rasterization, not to Source Engine map lighting.
    AFAIK, Raytracing is good at reflection and refraction that kind of stuffs. Radiosity is good at shadow and color blending. Radiosity method is "more nature" compare to the "oh my eyes" Raytracing method and that's why Source maps look warm and cozy.
    Because Raytracing depends on where the camera location and Radiosity dose not, to some extent, *comparing still screenshot is just the same as comparing two different art style.*
    -I think if we turn the level to 11 for both method, they might looks the same.-

  • @Jessay
    @Jessay ปีที่แล้ว +1

    Good to see that the trees were behaving this time

  • @shesFibi
    @shesFibi ปีที่แล้ว +4

    Volumetric Smokes you say, huh?

  • @bloom-mania
    @bloom-mania 10 หลายเดือนก่อน +3

    he predicted the new smokes lmao 11:00

  • @labombaromba
    @labombaromba 3 ปีที่แล้ว +2

    It’s worth noting RTGI does not require an RTX card because it’s not really raytracing.

    • @spoono
      @spoono 3 ปีที่แล้ว

      yeah, i can run it at 100+ fps on a 1070ti

  • @deathab0ve
    @deathab0ve 3 ปีที่แล้ว +3

    Honestly I don't want RT in cs:go just for the balancing. From my experience RT makes darks darker, lights lighter, and some dumb happen. I just feel cs:go is a very crafted game including its maps so that players in theory are visable and no weirdness gives them away. With RT a dumb reflection not normally in a place or an extremely dark corner can throw off balance a lot. Sure these can still be fixed, but not entirely due to just the dynamics of playing. While a static play space will remain constant.

  • @pilsmer
    @pilsmer 3 ปีที่แล้ว +17

    Source, the engine that takes hours to compile and still looks like shit.

    • @ayeshanasir7057
      @ayeshanasir7057 3 ปีที่แล้ว

      2004, try it.
      arguably even 1999.

    • @dylon4906
      @dylon4906 2 ปีที่แล้ว

      i think for what it is it looks extremely good. its a 2004 engine and it uses raytracing, even if it is prebaked. half life 2 imo looks wayyy better than every other 2004 game ive seen, and the graphics still look ok to this day. it was even used as the base for the respawn engine which powers titanfall and apex. its crazy how much valve has been able to push out of it, although its also annoying because they shouldve entirely moved to source 2 a long time ago instead of using aging software

  • @or2kr
    @or2kr 3 ปีที่แล้ว

    Considering that CS:GO only offers static lighting and gameplay doesn't really interfere with that, I'd say that raytracing would only really benefit reflections and maybe lighting effects from flashbangs and muzzle flashes, as well as smoke grenades influencing how light travels through the area that it blocks, but those are all things that can be improved using convential methods.
    There is a lot more power available now to the devs and so the pre baked lighting can increase in quality and accuracy, so I'd think it would be better to start there

  • @behinddeadeyes
    @behinddeadeyes 3 ปีที่แล้ว

    4:25 HOW DOES THAT TABLE LOOK SO GOOD😭😭

  • @yakusodrawsstuff
    @yakusodrawsstuff ปีที่แล้ว +3

    this aged fine

  • @catfree
    @catfree 3 ปีที่แล้ว +2

    About time he covered ReShade

  • @StanR-li1fk
    @StanR-li1fk 3 ปีที่แล้ว +1

    Water in Source isn't copying map geometry or anything like that, it creates a sort of camera on top of water and renders whatever it sees into a texture which then being applied on top of water. Hence why all water on the screen must be on the same vertical level. You can also have at least 2 realtime reflections at once (at least in some versions of source) - func_reflectiveglass and water

    • @vibaj16
      @vibaj16 ปีที่แล้ว

      I know this is an old comment, but do you know if Source 2 has any changes to this? Like can there be more than 2 reflections at once?

    • @StanR-li1fk
      @StanR-li1fk ปีที่แล้ว

      @@vibaj16 I know as much as you do. I don't think any released S2 games had any reflective water yet so we'll have to wait until cs2 release to test it

  • @tturmoil
    @tturmoil ปีที่แล้ว +4

    he is talking about cs2 before cs2 was out

  • @awesomeprograms4433
    @awesomeprograms4433 2 ปีที่แล้ว

    Imagine if Thief 1998 had RT... that would be sick. That game relies so much on lighting and sound it would be amazing.

  • @MrDukeeeey
    @MrDukeeeey ปีที่แล้ว

    Water in the source engine is done with projective texture mapping. Basically you reflect the camera position by the reflection plane, then render the world and copy it to a texture. After you project that texture into the scene, which is fine for large areas like water etc.

  • @shardell
    @shardell ปีที่แล้ว

    This improved a lot by now, its far more stable to look at

  • @puzzlepuddles6712
    @puzzlepuddles6712 ปีที่แล้ว

    when you showcased the grenades in the video that's when it hit me: gunshots! one of the few things that proper guns in source games lack. seeing grenades, gunshots and explosions illuminate walls or shadows in the environment like strobe lights would greatly show the power which hold these weapons

  • @second2noneonyt
    @second2noneonyt 3 ปีที่แล้ว +6

    8:11
    "And all of the people are trapped there"
    h e l p

  • @Freckles.
    @Freckles. 3 ปีที่แล้ว +11

    I think valve's charm comes from how little reflections are in their games, which I like very much

  • @GamingXPOfficial
    @GamingXPOfficial 3 ปีที่แล้ว +1

    I was thinking about Ray tracing in csgo last week thanks philip

  • @Totone56
    @Totone56 3 ปีที่แล้ว

    In the new version of Doom Eternal you can actually see behind you on the shell of the Super Shotgun. Useless, but awesome.
    But Global Illumination is the *real* killer RT feature. Reflections are nice, but GI is what makes the scene look absolutely real.

  • @davidbischi
    @davidbischi 3 ปีที่แล้ว +1

    And here i thought phillip was daring enough to export a map to blender and render it with cycles ;)

  • @XradicalD
    @XradicalD 3 ปีที่แล้ว +4

    Maybe Source 2 will eventually support raytracing, I mean, why wouldn't it? Heck, it could even combine both methods, one prebaked for performance and one in real time for those with the hardware. Maybe Valve won't be doing it any time soon, but Garry with Sandbox? Maybe more likely.
    This prerendered method has kept Half life 2 and the other games alive through the years. HL2 still looks great, and sure we can complain on the low poly nature on some areas and models, but more recent HL2 mods and maps stress the engine to more modern standards, which just shows how good the engine lighting is to begin with.

    • @mr.kenway4554
      @mr.kenway4554 3 ปีที่แล้ว

      Is it me or I was expecting that Valve would be the last person to support RT

  • @HaliOnRepeat
    @HaliOnRepeat 2 ปีที่แล้ว

    Hey Philip, I'm not sure if you'll see this, but Gmod actually supports current CSGO maps. You just have to mount it using the "Games" list at the bottom right corner of the main menu.

  • @BlindBison
    @BlindBison 3 ปีที่แล้ว +2

    I play CSGO and I’d love it if they added it.
    The people who could use it would be tanking their FPS while gaining what’s probably only a small competitive advantage and people with better computers have an advantage anyway due to higher FPS.
    I just don’t agree that concerns over fairness are such a big deal for this that it should hold back technical progress, good graphics are a lot of fun to play with.

  • @Rastapapulus
    @Rastapapulus 3 ปีที่แล้ว

    Maps can baked with Raytracing in third party programs and upload again to CSGO directory. 2 versions of map with a switch in settings to choose Raytraced or Non-Raytraced will be ok for now.
    We can forget the Flashlight or Cok light bouncing for now but baked version would be much better if it will be an option.

  • @hi_its_jerry
    @hi_its_jerry 11 หลายเดือนก่อน +2

    10:52 Phil kind of predicted cs2 smokes?

  • @Oodelally
    @Oodelally 3 ปีที่แล้ว +3

    I really miss the aesthetics and texturing of old CS:S maps, it looks much more realistic than CS:GO

    • @igorthelight
      @igorthelight 2 ปีที่แล้ว

      CS:S is still a thing.
      There are 5000 daily players still :-)

  • @elvistrumpet
    @elvistrumpet 3 ปีที่แล้ว

    I'm so proud of phil for being able to attract sponsors like skillshare to support the channel, breaking the stereotypical spammed gambling sites sponsors every csgo videos poeple shove into my face

  • @gmodandhl2experiments849
    @gmodandhl2experiments849 2 ปีที่แล้ว

    you know what? the best way todo this is to take the sun's pos in game, then shoot rays that will bounce forever, and will only be active in a certain range of the player, hence raytracing, it will also use lighting from otherobjects, and depending on mat type, you could have real reflections!

  • @nanow1990
    @nanow1990 2 ปีที่แล้ว +4

    Reshade RTGI is not a raytracing by far its not even a true SSRTGI. Fully raytraced games will always look better but we still don't have a good gpus for smooth experience.

  • @Loadingue8692
    @Loadingue8692 3 ปีที่แล้ว

    Hi, just want to let you know that some of the GMod ports in your video (Safehouse, Lake, Austria, Agency, Insertion) were modified during porting by their uploader to have better, tighter ray-traced shadows than in CSGO, so it's kinda cheating in comparison to CSGO! Also yeah, that was me (Loadingue). Great to see my ports in one of your videos.

  • @astr0_th3_man84
    @astr0_th3_man84 ปีที่แล้ว +1

    Try loading the CS:GO maps into portal RTX, or load Garry's mod into portal RTX, then you would be able to get full ray tracing

  • @NorgGrimm
    @NorgGrimm 3 ปีที่แล้ว

    Two main points this made me think of:
    1. CSGO probably doesn't need raytracing as the example's made in the video sort of made every surface emit light instead of reflect it. CSGO needs maps with more vivid colors used. For example some workshop maps that temporarily made it to official matchmaking like de_Ruby and de_Mocha.
    2. If Valve were to make a version of Counter Strike with raytracing they'd have to put serious work into it without destroying what Counter Strike was all about up to this point. Just a minimal amount well implemented real time raytracing could bring a lot into Counter Strike, but in what way would it serve Counter Strike? Would there be a need to have multiple operations every year? A new story mode to play each year? Subscription based playing for either or both of these to happen? And most imporantly: Would it undermine the way older Counter Strike maps work or bring them onto a whole new level of amazing?

  • @CptMagnus
    @CptMagnus 3 ปีที่แล้ว

    realistic raytracing would also help to spot hiding people because of the shadows they cast. But then your own body should cast shadows as well.

  • @ploetkopf
    @ploetkopf 3 ปีที่แล้ว

    I love how you can hear the air quotes

  • @Vademies
    @Vademies 3 ปีที่แล้ว

    This video ended up in a more weird way than average dream theater song

  • @SnivTen
    @SnivTen 3 ปีที่แล้ว

    there is a game called Half-Dead 2, it has ray traced reflections but it doesn't even impact FPS and my friend could run it on his GTX 950 with 100+ FPS so if CS:GO could make the ray tracing like that, it just might work.

  • @SyrupBuccaneer
    @SyrupBuccaneer 3 ปีที่แล้ว

    Using error messages from the engine to actually demonstrate the engine's potential is next-level brilliance.

  • @saricubra2867
    @saricubra2867 3 ปีที่แล้ว

    The baked stuff thing in the game explains why Half Life 2 still holds up after 17 years, this is insane. Source is that good of a game engine.

  • @TheArn95
    @TheArn95 3 ปีที่แล้ว

    11:39 half expected a tree to burst out the right window

  • @GambinoTheGoat
    @GambinoTheGoat 3 ปีที่แล้ว +1

    god damn phil is a smooth ad placer aaaaa

  • @VilemOtte0901
    @VilemOtte0901 3 ปีที่แล้ว

    Depth buffer and normal buffer.
    Normal buffer holds per-pixel normal (which is a unit length vector perpendicular to the geometric surface under it).

  • @alfrednespor3133
    @alfrednespor3133 3 ปีที่แล้ว +1

    2kliksphilip metro exodus video? Yes please

  • @rumo8742
    @rumo8742 3 ปีที่แล้ว

    Hello phil,
    Im a big fan of your content, lately though there has not been enough lense flares in the thumbnails for my taste, please add them back more often.

  • @Frying1Pans
    @Frying1Pans 3 ปีที่แล้ว

    technically speaking it does raytracing for hitscan weapons (and offline raytraced lighting for maps)

  • @obama_yo_mama4653
    @obama_yo_mama4653 3 ปีที่แล้ว

    this videos gonna age well in 2 years

  • @maxemore
    @maxemore 3 ปีที่แล้ว

    Since it was mentioned some time ago, this is exactly the kind of 3kliks video that grows your channel. Keep it up

  • @OdemGeek
    @OdemGeek 3 ปีที่แล้ว +2

    Cool, but it's SSGI (screen space global illumination), not RTGI (ray traced global illumination). Ray traced does not depend on what you see on the screen.

  • @brandonmorel2658
    @brandonmorel2658 3 ปีที่แล้ว

    The raytracing on Counter Strike is like putting makeup on a corpse, it will make it look different but not change how it feels inside.

  • @incesdemon
    @incesdemon 3 ปีที่แล้ว +1

    It's crazy that the Nvidia smoke tech demo you had a clip of in here came out when the 8800gtx did in 2006. I was playing source at the time just waiting for smoke like that to be implemented into games. Over 14 years later and probably the closest I've seen is steam in those batman games

  • @SpiffyCS
    @SpiffyCS 3 ปีที่แล้ว

    Whenever I see ray tracing I have to look outside just to check if it is realistic. Although then I remember that England has dull, cloudy days most days anyway

  • @yourmother6045
    @yourmother6045 3 ปีที่แล้ว

    Seeing the reflection behind the player using the awp sounds like an awesome idea.

  • @KalkuehlGaming
    @KalkuehlGaming 3 ปีที่แล้ว +3

    You could implement it while splitting matchmaking by the people who activate it, from those who don't, which makes it fair again. What makes it more reasonable to implement it to community servers or rankless mm.

  • @second2noneonyt
    @second2noneonyt 3 ปีที่แล้ว +1

    Phillip out here posting at 3am

  • @justinfx4735
    @justinfx4735 3 ปีที่แล้ว

    Holy shit imagine seeing someone walk up to you with their knife in your sniper scope

  • @godblessbharat708
    @godblessbharat708 2 ปีที่แล้ว

    Ray tracing matters for reflection we can see enemies through reflection .also people will come with creative ideas to see incoming enemies through some strange reflection people will have to hide differently

  • @mabciapayne16
    @mabciapayne16 3 ปีที่แล้ว

    i am excited about those flasbangs
    such effects would be a trademark of CS