CS2's Water
Вставка
- Опубліковано 31 тра 2024
- CS2 Overpass is out. A fully remade map, with fully remade WATER for Source 2! Complete with sewage and stuff.
0:00 - Other updates
0:38 - Water and sludge/debris
1:35 - Interacting with water
2:02 - Reflections
2:31 - 3D effect
2:57 - Foam and bubbles
3:51 - Screen Space Reflections!
4:29 - Bugs and Smoke grenades - Ігри
i love how video games can make legitimately unhealthy water look so beautiful to where you wanna run about in it...
Its always a bit weird when I realize that normal people don't see the appeal of the beautifully rough and dented pbr metal materials in the games I play.
isnt the video about poo water
edit: nvm misread
it looks so good it gave me diarrhea
dirty water can look beautiful in real life as well, once you actually LOOK at it. games often make people notice the beauty in things that most don't notice in the real world, for whatever reason.
Here In Brazil and Africa that's pretty much what we drink and bathe in.
Valve always manages to capture strangely realistic elements in their games even if the game itself isn't exactly photorealistic, it's a very different vibe you don't see in many other games made by other companies
I think they just recently reached an art-style that is photorealistic enough to have realistic elements without feeling out of place and yet stylized enough to be timeless and now they are satisfied with it they just work on making little details like these
it is quite a new approach for graphics for sure
and mean while water in Cyberpunk 2077 :
Kinda reminds me of Pixar. Pixar's animation and rendering tech is always top-notch but their films are always very stylized.
I think it's because of how mundane it is in comparison to some other "photorealistic" games. It doesn't take much to make a realistic looking skyline beautiful, but it sure takes a lot to make a puddle of shit water beautiful.
@@PiPointOneFour Yeah this is why, making the mundane very detailed goes along way
I'm actually weirdly hyped about this. We waited so long for source 2 water and it's actually god-tier. Truly a worthy successor.
It really is a worthy successor, given source 1 water looked absolutely gorgeous. This is just insane; I've never seen a water shader this well done and this interactive
@@bananaboy482 Somebody at Valve clearly loves their liquid shaders, and I'm thinking I do too.
I was worried it wouldn't live up to source 1's beautiful water, but this is MORE than I could've ever asked for
@@lawncrow whoever loves it, I love him
Just wait until they use water simulation, not just shader things for their next games.
this is actually insane, definitely rivals some real-time raytracing implementations ive seen
Rivals? It straight up blows them out of the water, so to speak
@@mana3109literally.
also the fact that its supposed to run fast
Ray tracing is so overrated and overhyped , only looked good in Minecraft and in other games normal shading just looks onpar sometime better and more optimized
@@eggycarrot This game technically is raytraced, same as Source 1, it's just baked in when the map is exported so no raytracing is done on the user end.
This is actually some really impressive shader work and implementation. One of the best shallow water features I've seen.
reel water look beter. stop praise fake pixels plz
@@SoyAntonioGaming reel shet
@@SoyAntonioGaming But but this fake pixels look very reel i mean.
@@SoyAntonioGaming🤓🤓🤓🤓🤓🤓
so you have never seen World of tanks water effects
Source 2 manages to take lightweight, performant shaders and combine them in a way that looks better than most games. Even games that run at a quarter of the FPS.
You can feel the enthusiasm of the people that worked on it.
Valve has some serious skilled game artist man
This is LEGITIMATELY astounding attention to detail. Bravo Valve.
bravo vince
truly one of the companies of time
@@Payday5 this is the moment overpass became shit water simulator
@@spoono kid named shit water
@@spoono kid named became
It's insane how realistic the water looks. I actually can't believe just how genuinely real it looks.
Now if only it would smell realistically. Valve smell set confirmed?.
Some of those 3d, but actually just 2d effects are apparently very hard to replicate in some places, cannot wait for a GDC talk where they reveal all of their secrets
GDC is going to be lit for Valve. They're going to talk about the voxel smoke implementation & water shader effects.
@@brixxconnor3411Acerola did a video talking about how to replicate most of the smoke grenade effect but this water effect actually predates CS2: a guy working on Alyx wrote this water shader in his free time, and Valve was so impressed it made it into the finished game.
They used to do talks at SIGGRAPH and then publish their presentations on their website, complete with the math formulas involved. I wonder if they'd ever go back to that.
Yes, I always love VALVe presentations at GDC since 20 years ago.
I will NEVER forget that SIGGRAPH paper that describes the water flow technique used in L4D2 and Portal
There's a certain irony of the most realistic water visuals being done in an esports game
I certainly feel anger/disappointment when Valve showcases all these awesome Source 2 features on a esports title when players are going to turn them off to gain more FPS.
I wish Half Life Alyx wasn't VR only and S&Box wasn't in a eternal closed-beta state.
R you kidding, this water effect maybe even looks better than most AAA singleplayer games water effect i ever seen.
@ well yea, that's what i was saying
@@xXDeiviDXx " Half Life Alyx wasn't VR only " would ruin the entire damn point of the game
Wow I haven’t heard 3kliks swear in a long time 😳 he must really be impressed with what valve has done with the water
What did he say?
@@itdobelikedattho8112the “s word” 😳
@@bagel9367 shit?
🫣
hes been swearing in almost every video these days
Philip failed to mention that grenades' very hot explosion causes the water to BOIL for a moment after said explosion. Great attention to detail.
It's honestly insane.
Because Valve didn't NEED to do this especially for a game like CS where everyone will completely kneecap their graphics for slightly more FPS. But the fact that they could implement something that looks this good and set it in a game that requires the best optimization is astounding.
It makes me imagine that some of these neat little things we're seeing in CS2 is just features and upgrades that is trickling down from another bigger Source 2 title they've been working on. And to think just a few years ago the engine didn't even have any water when Alyx came out.
well they served both sides , nerds that like very high graphics and brokers who like to play with shitiest settings.
It actually makes sense to add these graphics. Tournament streams run at the highest possible settings for a better watching experience
Left 4 Dead 3 whoohoooooooo
honestly some of the finest water rendering ive seen in a game yet, the ripples and explosions in the water have to be some of the most photo realistic stuff ive seen in a while for a video game. Here's to hoping that when the full SDK gets released for CS2, we'll have the tools to utilize this new water in hammer and in source 2 filmmaker.
I don't think Source 2 is done yet.
@ We have a publicly released version of the S2 tools for Half life alyx, I'm hoping we now get the tools for CS2 when they release.
In a lot of games, sewage just doesn't feel sewagey enough, it just feels like murky water, like some muddy pond or something. _This_ however, feels like sewage. Gross, disgusting, and I barely feel like walking through it in a virtual world. Great job, Valve. You get the poop water award.
I love that they are finally adding some grunge to these overly shiny clean and sterile cs2 maps.
Looks better than "omg perfect rendering" cleanroom. It's like high-def low poly or something.
This really look amazing for just a bunch of shader effects. The way Valve balance between graphics and game performance is underrated
The thing that didn't get mentioned was that the HE's explosive effects got dampened under water, that was epic
this is why i love shaders, hyperrealistic water basically for free. i bet the most computationally expensive part about this whole effect is the splash particles and not all the layers of the water shader itself.
The reason most games don't bother with all the extra details is just that... They want to print money not make something to be proud of... while Valve can sometimes be TOO critical of their work they also allow and pay their devs to make something they are happy with... it may not print a Copy-pasta open world tower game every week, but when Valve finally finishes a game it's typically remembered for a long time.
Such beautiful artistic outcomes in such a heavily optimized game really is amazing
„Optimized“
If i have half the fps compared to csgo it isnt optimized. Fps and visability are the only thing that matter on a cs map. Overpass looks way to crowded with unnecessary details and boxes with cost a lot of fps at least in csgo…
@@marhar9802 you realize the fps shown in csgo is not the actual fps feel of the game? you should be looking at min fps not average fps if you want the game to feel competitive and smooth
@@ImKairyu i have fps locked on 400 and the number barely moves. I played this game on way lower fps like ~100 on my old pc so i should notice the diffrence
@@marhar9802 the term "optimized" isn't exactly meant to try to achieve the highest fps possible. Those effects usually require alot of heavy computing and power and thus it is usually rely on a very good gpu/cpu power. Valve here has achieved that while NOT BURNING your pc. if you want to play cs2 the same as csgo then just set the graphics settings to its lowest....
@@marhar9802optimized =/= “runs on my 486”. It’s optimized, but obviously the graphics are gonna bring down the framerate. That’s like if I complained csgo wasn’t optimized because it doesn’t run on my previous rig (shitty acer laptop)
I love super optimized, well designed, good looking graphics. I'm genuinely impressed with the tactful use of techniques and artistry that's gone into making this sewage look so damn good.
The water is probably using parallax occlusion mapping; essentially offsetting UV coordinates based on an approximate parallax error calculated from the camera direction and a heightmap. This allows for self occlusion and would explain why the water looks too low down below smoke grenades (avg{displacement map} != 0.0). There's an article on it on learnopengl if anyone is interested.
That third person view you did to show the water.... the animation on the character....
I bet valve could make a awesome 3º person shooter game, MAN those animations
They are really squeezing some good looking graphics from weak hardware.
Crazy how much detail they put on a competitive game where most of the players won't even care when playing
maybe one of the most realistic water physics in gaming ( not in the way water flows but in the way water reacts )
Its insane that all this real time eye candy runs fast enough for VR and competitive gaming. Sure puts UE5 to shame
Ikr valve engineers have a gift for making performant games that look good
It's when hand-built, hand-tuned effects are in harmony with the capabilities of the tech that you get really nice looking stuff that runs well. Tricks upon tricks, but artfully done tricks!
@@TheSandvichTrials Yeah clever optimization smoke and mirrors is a lost art these days, great to see Valve still cares.
If only Source 2 was Open Source
but wait, have we actually seen this in any vr application? I have a hard time believing that it's fast enough for that. Let's hope I'm wrong though.
Not going to lie, this is actually super impressive to me. I love the attention to detail and the depth of the interactivity.
he did it, day 1 new record
0:43 that "sludgy shit" was a lil aggressive philip.
the features shown in this video actually blow my mind- graphics really are starting to get super advanced. HL:Alyx blew my mind on medium settings, and seeing a game like counter strike that is probably going to run very well with pretty realistic water effects is quite impressive. I'm excited to play it when it releases
I can't help but wonder what if we got a Left for Dead 3 with this kind of polish to all gameplay and graphical aspects?
I'm going to start looking for parallel universes
This is really impressive water graphics! Well done to Vlave! And thank Phil for the showcase video!
Holy shit, that "valve please fix" at the end about seeing people's reflections who are in the smoke is a legit issue. What a catch!
Amazing shader work. They have the best technical artists in the industry.
From basically the best ambient occlusion i have ever seen to the best water, amazing stuff.
I feel like this is one of those cases where Valve has managed to obtain a one of a kind effects artist, graphics have become pretty standardised in their implementation now, you don't often see unique visual tricks or technologies that don't already come included in something like the Unreal engine, but here's an artist legit doing things we've never seen before.
The way the ripples sometimes bounce off the side of the water back into itself is also super impressive. By far some of the best water interactions I have seen actually implemented in a game. Really hope more small aspects of the engine get this much detail put into it! Cant wait to get my hands on it and make some levels!
That is legitimately some of the best rendered liquid I've ever seen. That they pulled it off in source with probably minimal processing power is insane
I can't imagine how beautiful the game will look in the end of development!
I can't believe the best real-time water i've ever seen is in a CS game
valve making the most detailed liquid shaders imaginable once again
Valve watched his sewage trip!
Valve really outdid themselves this time, minus the very few rough edges of course. Well done
Man, you are the only youtuber I want to receive news about CS2, since no one else talks about those minute details that make this game so beautiful
I was very skeptical at the start of the beta with Dust 2 and Mirage, as they looked way too shiny and over-lighted. But now as I see what they did with a map made from ground up, I can see all of the hard work that went into it, and absolutely believe in this one. Let Valve take their time, its good how they are putting this stuff out to only select people and over a very long time. CS2 is destined for success.
At 3:22, when you give your great analysis of the dynamic water-effects, I noticed something you didn’t comment on: to a degree when firing shotguns, but in particular with grenades, the lower layer/depth of the water seems to have an additional effect applied to it; simulering the ground/mud/sand swirling about, making the water unclear, before eventually settling again!
1:18 These caustics are the same principle as the bullet holes and such you talk about, they're just an animated texture.
Still gives off an incredible effect, and very light on hardware.
This is looking more and more promising. With the new map making tools I expect to see some AMAZING community made maps. The potential is limitless now….
Is going to be literaly the same thing as csgo
Aim training maps , 1v1 maps and awp maps being featured and some rare somehow polished community level that no one is going to play anyways
I love how cs2 is showing that you don't need to simulate a thing to make it look convincing, where other games would opt for ray tracing and basic water physics, valve uses advanced lighting trickery and water shaders and gets just about as good an effect for a fraction of the performance. An ode to optimisation.
Yet it looks better than most, lol. Just wait until Valve use water simulation for their next games, not just shader things.
Some of these moments taken as screenshots look like real life. Cs2 is going to be nuts
If I was a valve Dev I would be so excited about this video that actually shows all of the hard work they put into it isn't for nothing. Great video!
I honestly want this type of technology in every single map
I don't think i've seen philip enjoy an effect as much as this one. He's absolutely *gushing* over these shaders.
This game continues to amaze me little by little 🔥✨
4:12 "they're using a bunch of terrible methods but they're done subtly enough to not show their weaknesses"
i remember there was once a quote by some game dev saying that a lot of development comes down to using tricks in order to show things in the virtual world that look real, but doesn't take a nasa pc to run, nowadays it feels like nintendo and valve are the only ones that applies this nowadays, meanwhile, other games are getting to like 150 GB in size without even half the visual fidelity of CS2 because they're just forcefeeding techniques that, in an attempt to emulate reality rather than simulate, end up taking too much computing power for it to be worth it, something something raytracing.
if anything, it shows the game's got actual soul behind it, especially considering it's a detail only found on specific spots in a single map out of like 30, here's hoping cs2 starts a new trend.
I would like to give a Source 1 shoutout to Portal 2’s sludge water for also looking very appealing, especially given the time of release.
This is some next level muck though I must say
i like this channel as it shares my same interest in nitpicking micro details in games and criticizing them and then also at the same time showing off the beauty of other small things.
This is top tier 3kilksphillip content
Oh my god, they added that gas station puddle effect! I hope they add official swimmable water to source 2 eventually, maybe s&box has it already.
The valve water effects team serotonine level probably skyrocks while hearing philips compliments.
Everything Philip says is what the gamers think but its important that someone takes the time and actually says it out loud.
words can not describe how beautiful this is to me
the transition at 0:44 is so good
Well, that was a quick overview of Overpass. Philp is like "no way I'm gonna let this update slide, gotta make a video on it ASAP".
I love your videos dude. Informitive, funny, and about valve games. I need MORE!
I have to admit, that is some S-tier mud water. Butt mud water.
What I love most in this channel is how passionate Philip is. Many thanks to you for such interesting content.
Never thought I'd see myself getting fascinated by literal doodoo water
This is much better than most other games' water effects. There's a lot of games that have physical ripples thru water, which is great, but I swear the water always moves like jello
hearing him say sludgy shit with such inflection made me almost spit out my drink
Top notch, quality content. By both Valve and Philip. 10/10
Really enjoying all of this family friendly content. Keep it up Philip!
incredible work getting this video out so soon. thanks mr phil
love this new video again always look foward to your new videos, also cant wait for the new hammer tutorials
Working late man, respect. Was really looking forwards to this one
finally, i was waiting for your video for the best overview video on a new map
God it's wonderful, so many attention to detail, love it!🤩
Map needs some crackpipes and needles for accuracy tbh.
The grenade bubbles make sense. Maybe the explosion boiled the water enough to bubble for a second.
you never cease to amaze me
The guy who made the water also made the beer in HLA and water with beautiful SSR in the wii game Battalion Wars 2. SSR on a wii game!
Valve uses paralax corrected cubemaps in a way that looks better than path tracing. They use basically a super duper version of HL2 reflections!
Good job Valve, you really managed to recreate the Berlin experience with that water
I'd like to think that there's some programmer at valve watching this, happy their work was noticed
I have a feeling that developers are adding all these details because of your channel. Then they watch you to have fun in the muddy water :D
Philip's enthusiastic swearing in this, and general hyped nature about the water made me really laugh as it was so abrupt. 10/10
great video as always
vlave is very skilled when it comes to dark magic
I've always been more of a fire and explosion guy, over water VFX, but I have to say, this is making my nuts tingle a bit. Looks amazing.
Hey Phillip, I've wondered what happened to the closed captions to your videos? They've seemed to disappear recently, and your newest videos don't have any. Hopefully it's just a mistake you forgot about, because I found them very helpful to have. Thanks for all the great videos you make!
@@3kliksphilip The times I've encountered the all at the start issue is when for some god-forsaken reason youtube decided to auto-translate from English (UK) to English (US)... forcing it to play English (UK) fixed the issue (why youtube thinks I need British English to be translated is a great question though)
Expanding upon this I've only noticed this issue when the translation selection has "A >>>>> B" name format, where the arrow spam is indicative of the broken subtitle options
@@3kliksphilip Ah, well that's a right shame then... Why does UA-cam hate accessibility so much?
It's funny because Valve doesn't need to use the water simulation for CS2 even they surely can. Like they're using 2% of their brain and their technology to making this realistic effect (with very cheap method and a little effort), they surely can use the simulation, too easy for them but instead they don't use it.
I love the vertigo (zolly/dolly zoom) effect you did at the start of the video. I've got that reference.
CS2 is a good example on how to make a game look beautiful in quality while making itself still able to be played on possible low end computer. Illusions and tricks instead of hard coding shadows, reflections, etc, which not only bloats the game but makes it lose accessibility.
Low end highly doubt it
Mhm that is why the requirements went up
As soon as I saw what the update was about, I knew 3kliksphilip was making the happiest video of his life
4:48 fecal friend :)
Using Dolly zoom/vertigo effect when you said Vertigo is a very nice touch! :)
i'm sure that all the people that worked on the map are loving how much you gush over the small details of their work
@3:20 to phillip's point, seems like valve really brings innovations to game design with every release; The thought was spurred when i watched your alyx review a while back when you spent the time just inspecting the few game enviroments (like the starting level area). so kudos to phillip.
nice and detailed video, thanks for the vid!
i would never touch real sewage water but i want to drink this one
i like how you edited a vertigo effect on vertigo. Nice detail.