This feels like an old-school kliksphilip video. Especially the inro. I like it. Feels weird to say that, but I've been here for like 5 years so i can.
@@AaronCleetus-cj4gw I don't have a whole lot of experience with the game, so I couldn't really say. What I have played of it didn't really give me any issues, though
I would want 1: A proper, modern PBR system. Where the guns have actual metalness, normal and ambient occlusion maps. Maybe even Parallax Occlusion maps, i think it would make sense for certain skins. 2: A modern Reflection System with Parallax corrected cubemaps and Screen Space Reflections overlayed on top. Imagine seeing a slight, real time Reflection in a shiny metal part of your weapon. 3: A modern Particle System. Smoke and Fire Grenades look incredible for 2004 standards. But this is 2020, they could also fix issues with visibility for grenades with them. You could also implement much better Bullet impact Particles.
@@TheMrGameszocker what if this year is the year? :D At least it could be possible to see the new csgo major engine update as CS:GO VR as HL Alyx pre-order bonus lmao
The SUN could be an unfair advantage, as people can stand in a wrong place where the sun can show the enemy their shadow, giving them an advantage. We need to nerf the sun
10:44, plz fix the alpha sorting volve. Super easy to see players through smokes if you know what you're doing... It's been like that since CS:S and they've never fixed that. It also limit your creativity with sprites, glowing materials or just translucent stuff, refracting floors etc... it's so bad.
Just by the way, since you said you don't fully understand Vulkan/DX12 and how its potential to make games faster works: They work by allowing developers to make lower level calls directly to the GPU to push pixels and draw vertices. It requires more development time, but you get a LOT of control in return which allows developers to make rendering engines either specifically for the type of game they are making or for a series they are making. A good analogy would be if you wanted to order a burger you would have less control if you asked for a generic "cheeseburger" but it would be quicker to make and may not be the burger you wanted fully (current OpenGL/DirectX), but you would get more control over asking for individual toppings at the cost of slower development time and potentially more skill required (Vulkan/DX12). Also fun fact: To render a simple triangle in OpenGL is maybe 13 lines of code. In Vulkan its 800. Although lines of code is NOT a good way to measure most things, it does illustrate the difference in complexity. This part may not be true either, but it looks like developers have to specifically change how drawing works in different OS's while in OpenGL its all generalised so you wouldn't have to. I would post Github links to demonstrate the differences, but I don't want my comment to be sucked into the void of spammers for posting a link. Previous versions of OpenGL and DirectX have a more generalised approach for drawing, which quickens development time but doesn't allow big name developers to fully milk the FPS potential out a game - usually this would require specialised drivers for the GPU to enhance FPS. This is actually what Nvidia's "Game Ready" drivers do, Nvidia specifically writes code in the GPU driver to enhance FPS of big name games. The features of Vulkan/DX12 are going to primarily enhance FPS in games that use custom or unique drawing methods, such as heavy voxel games (potentially games like Teardown) and most AAA games (since they can hire people that specialise in graphics development to make hyper-efficient rendering engines). I would imagine games like ARMA would improve from this too as for they have a very niche requirement for rendering, being a very large world after all. There is a lot of misinformation surrounding what DirectX 12 and Vulkan are too by the general public. I see lots of people on Reddit believing that they are a magic bullet that will solve all FPS problems in a game - this cannot be less true. Although it may help with games that are very rendering heavy (ARMA, Teardown, Rainbow 6, any Flight Simulator, etc) it will probably not improve FPS substantially on games that don't have crazy rendering schemes, or if the developer isn't experienced could actually hurt FPS. They have the potential to get amazing FPS increases, but I personally don't think most non-AAA games will benefit from it. This is pretty much the meat and potatoes of how it works. Disclaimer: the analogies may not be 100% correct as for I am not a graphics man, but I am a random internet commentator so I must be correct and trustworthy, right?
Good point, A lot of Vulkans speed increases seem to be in its true ability to do draw calls on multiple threads and more control; allowing more potential for optimization by developers, but just potential that needs to be reached. I'm no expert but I've read its not a crazy difference between OpenGL /dx11 vs vulkan/dx12. If you are talking about OpenGL, in classic OpenGL sure you could do a triangle in 13 lines, but that’s done in a very inefficient way. In modern OpenGL its probably at least 100 lines, with a decent amount of boilerplate code. In the vulkan triangle, its way more boilerplate code, but after that; you don’t need to write most of it again.
There's only one game in existence that took full advantage of DX11's multithreading model (Civ 4 I think?), DX and OpenGL basically take the "if you make the call, it should render correctly, next frame" approach. but modern games have a lot of stuff that isn't needed next frame, modern hardware has things like async compute, which is a sort of lazy feature...you basically ask the GPU "I want this done soon" (think texture streaming or the like), This is why AMD sees huge performance boosts (30%~) with Vulkan, because they have hardware accelerated async compute, AMD basically invented something for console games that worked with their potato CPU. But needed an API to tell the GPU what they wanted done "later" so the CPU wasn't so aggressively handling the synchronization between frames.
Frankly, i'd REALLY like better gun animations. Ones in CSGO right now are very robotic and unappealing. Not asking for Escape from Tarkov / Insurgency Sandstorm animation levels, but some improvement needs to be done for sure
After playing games made by Tripwire Interactive (Red Orchestra, Killing Floor), I could never look back at Valve without feeling mildly annoyed over the gun animations, they're just so basic.
MSAA can be added to transparent objects with "Alpha To Coverage" method, there is a good article in medium about it. That + msaa + shader upsamling would make a perfectly sharp image without noticeable aliasing.
I have been using Half-Life: Alyx's tools for a bit and I have some things to say about Source 2. 8:49 Source 2 has both light-mapped shadows and real-time ones (CSM). CSGO only uses CSM for the Sun's shadows, while Source 2 does the same thing as Counter-Strike: Source where the Sun's shadows are lightmapped. This allows them to "blur" like how you explained in the video, though they are completely static. Lightmaps are compiled at ridiculously high resolutions (16K on Valve's maps) though Source 2 has pretty decent compression so filesize isn't that much of an issue like in Source 1. On dynamic objects such as foliage and physics props, they are real-time though they can blend in perfectly with lightmapped shadows (something Source can't do with drop shadows on physics props like at 9:28). 10:05 This is something indeed present in Half-Life: Alyx! Instead of using env_cubemap, there's this thing called env_combined_light_probe_volume (I probably botched that name a bit) which includes a cubemap AND a light probe. Light probes are very similar to cubemaps as they are represented by spheres in most editors and are placed all over the map. However, instead of taking different screenshots and using them for reflections, they sort of gather the "ambient color" of that environment and apply indirect lighting to dynamic entities such as NPCs and physics props. You probably noticed the term "volume" in the name of the entity. When you place it in the editor, you can define the proportions of the volume of which the cubemap image will wrap around to make the parallax effect. It also makes it much easier to know which geometry of the map will use that cubemap!
What I'd really love is a shift in terms of overal graphical style. I loved how CS:S was gritty and dirty and overall seemed more serious. And since it's launch, CS:GO looks like it's getting more and more cartoony. Most obvious thing to blame for this is color palette, but in fact, all of the maps look now more.. sterile? Everything is clean and colorful. Looks more like a children's playground rather than a place in which a game about Terrorists and Counter-Terrorists takes place.
If the nuke site is well taken care of there's no reason for it to look like it's been abandoned for twenty years. I think that style has its place in certain maps but not all of them
according to Tyler from VNN and his sources, CS might be fully ported to source 2 in a not so distant future. A lot of strings of code related to CS were found in a recent Dota2 update. I'm hoping for: better light/shadows, refined textures, better sound engine and Vulkan support.
@@MsZsc VNN is brain rot. If he even attempted developing in his decade of talking about how great mods are then he would realize how asinine 90% of his theories are.
"[...] even if the cables for some reason don't. Bang. [...]" thanks. now i have to pause the video and regain composure from laughing uncontrollably you sneaky XD
I think it would be nice to have the smoke know what spaces to occupy buy casting rays in a few different directions and then using some sort of volumetric fog effect to obscure objects. It would work much better and look much nicer than particle smokes.
I dont think it was,smoke grenades had a huge problem that valve knew way before this video was published. But that would be funny,i mean he did predict exactly how smokes would work.
Philip, I'm just rewatching this video and I want to point out that cascade lighting has a very high quality mode where shadows are smoother the further away they are from the source. Black mesa with its latest lighting updates (which also added dynamic lighting) is able to use this option, along with godrays and all sorts of stuff.
Graphics features I would like to see: Tessellation Volumetric lighting PCSS Subsurface scattering Real time Global Illumination (not raytrace, cube method). And various post processing like bloom. These kinds of thing would help really stylize source 2 as a whole.
The senior graphics guy from CDPR actually worked on some great graphic technologies like shaft-lights, thigh angles reflection and a few volumetric light effects. You should check his presentations
A major issue with TAA is the lack of depth it gives you. I absolutely avoid TAA any way I can because it makes it much harder to spot enemies unless I turn it up to an amount that almost cuts my fps in half. While it may be a smart method of AA, I will glady take 8xMSAA or 4xMSAA any day of the week.
Actually I think adding footprints to CS:GO would work really well with the game. Unlike more complete destruction it doesn't alter the balance of maps that much and I feel it would fit in with the pretty methodical way CS:GO is played, you're already very often trying to deduce where the enemy is so I feel this would add to that. It wouldn't change whether or not enemies could get the drop on you and the longer the match goes on the more footprints there'd be making it harder to make out any individual ones. I say this because it's already a feature in War Thunder, where tanks and other vehicles will leave track or tire prints behind and I often follow them myself to try and spot an enemy but it doesn't give either of us a huge advantage, the guy I'm following knows that they're leaving tracks so they can also be aware of someone following them. Planes will also leave contrails in some circumstances so you can also follow them to spot an enemy. I think this could honestly be a really fun addition to the game and it would fit in with how the game is already played.
Why have better reflections or less pixelated gun skins. Just directly add freaking PBR. People already use this in combination with mapbase in sdk2013sp. CSGO's branch of source is outdated considering this xd
Graphic feature that i want in csgo. 3D Render resolution: determines the render percentage quality from base resolution. So you can play in technically lower resolution while the rest of them still HD. For example you can play in 540p but the HUD still rendered in 1080p. Semi-volumetric smoke thing: the smokes behave just like real life but with some tricks that doesnt cost alot of performance. Also more consistent sprite rendering so a sprite behind wont cover the sprites in front of them visually. Also I WANT SELF SHADOW BODY AND FIRST PERSON LEGS PLS VELVA
Hey Philip, thank you for giving us high quality content for free, i really like the way you explain stuff, i dont own CS:GO, nor a gaming PC, but you still make videos that keep me hooked. I know this is off topic, i guess it dosent hurt no one
For the next Kliksphilip map defuse, it should feature destructible environments, but selected to think how it can change routes and having disadvantages on using them.
You probably have too many launch options? You don't really need any beside -novid and -tickrate 128 if you want to learn utility lineups on 128 tick server. I rebuild my old PC I bought in 2010 2 months ago and only use it as a server/storage and even on that one I get 100+ fps all the time with 2010 mid tier hardware like amd phenom x6 1090t etc. Every PC for 500 euro is already way better. And maybe you slowed your PC down softwarewise.
I want the opposite of most of this. I want a smoothing mode. Like I would like to be able to just smooth all textures a lot. Like instead of Dust 2 walls having cracks and weird bricks jutting out with multiple colors making up the walls. i want it to just be a slightly textured flat wall. with no cuts and color distortions. The color thing is hard to describe. Look up Dust 2 site A. Look at a photo of goose and I can explain. At the bottom of goose wall there is a change from an off white to gray. I want the entire wall to just be white. or At least the blotches to be nearly the same white. I only hate this because detail for me is what makes it hard to see enemies. I see them as just noise like the background. I come from a huge Halo fan and the best visual aspect of Halo is the enemy is always bright blue or red. Never do they blend in.
@@iosefka7774 No it is not a massive advantage. Because it is available to everyone. So there is not advantage. I can do it and so can they. Also no it doesn't need a separate server and people including me do it already to a lesser extent. There is a smoothing command and it does help visibility I enabled this over a year ago and forgot the name of it. It just isn't enough. Also there are ways to go to the extreme now and people do this. So they have an advantage because they are using a texture that is easier to spot on while it is not accessible to most people with ease. ua-cam.com/video/WerXeBJAiik/v-deo.html
@@deathab0ve If it gives an advantage and everyone can use it then everyone will. Valve may as well just remove textures all together at that point; but that isn't the kind of game that CS is. The video you linked is using a hack. Valve has not intended that at all.
Agree w Jamien, might as well make every map a empty white cube and all player models black squares. What’s the point of ever updating CSGO if all people want is to have the game broken down to the simplest form by downgrading graphics?
please give the finals a try !!! its overwelming in the first hour but when it clicks..... it clicks. the destruction is fantastic and the audio locating is really solid. worth a try since season 4 coming out
1. I want Raytracing to be added for content creation like what I do on my channel. It would be nice to have a caster/recording mode where CS:GO gets 2X render resolution, raytracing global illumination & reflections for streaming to audiences or recording in super high quality. 2. Yes. Though I want wallbanging to be more viable. 3. Vulkan delivers smoother and almost stutter-free gameplay/frame times. 3.5 realized your background music is a bit too loud. 4. MSAA is the best in my opinion. I don't like TAA, SMAA or FXAA. They are all horrible. Before starting with 4K, I want the textures to improve. GPU's have enough VRAM nowadays. 5. Yes the pixelation is horrible. As I said we need some kind of content creator mode which sets everything in ultra quality. I would like to see something like Rainbow six has. They have an in-game resolution renderer. So I can play in 4K but have the in-game resolution rendered in 1080p. Additionally I can stretch it to 4:3 without changing my actual aspect ratio. That's awesome. Oh and we need some more native vibrancy in CS:GO.
MrMcBobb That was MONTHS ago. And literally every single company is prone to being hacked if someone cares enough to do it. Stop bitching for no reason.
iNeoTheGod Your brain is extremely small, and everyone who liked your comment's brains are even smaller. Please don't argue shit you don't understand. Yes they were hacked, no, no ones information was sold, and no, it won't happen again. You really think they'd risk their integrity by upkeeping shitty nodes after the hack? Of course not, dumbfuck. Open your eyes.
AviCul o getting "ratio'd" doesn't dictate the truth, you absolute mongoloid of a human being. All it takes is writing off everyone who agreed with him as a dumbfuck, which of course they are. Stop believing shit just because its popular.
You can tell Philip had fun making this excellent video. Especially the intense shock (seriously it's the most surprised I've heard him) at CS:GO still using DirectX *95?!?!?* :P As for tech I'd like to see in CS:GO? Volumetric raymarched smoke/fire would be great at solving the clipping through walls behaviour, but that's already been suggested so I'm going to go with tessellated decals so that bullet shells and spent magazines can pile up without being simple particles that disappear too quickly.
Hey, Philip, as a physicist I would like to correct you on the shadow sharpness: 08:48. _"Sharp shadows are cast by small light sources, but the sun is not small, it appears in the sky as a sizable circle"._ That is not exactly true. There are two things that contribute to the shadow sharpness: 1. How small the object is *in your field of view* let's say. And the sun is actually about 0.5 degrees in angular size, which makes it fairly a small thing (the idea is that even a bottle cap can appear as big as -your m- a mountain if it is close enough). 2. How *parallel the light rays* are. That's why you get a soft shadow from the diffuser cloth-covered lamps (the rays are chaotic). The sunlight, however, is extremely parallel due to the fact that the Earth is very small, and the sun is very big and far away, so the electromagnetic field of light rays is very uniform here. In fact, we get some amount of light diffusion in the atmosphere, but not in space, that is the reason you get extremely dark and sharp shadows in there (Interstellar, Gravity, -moon landing,- and other beloved pieces of art have all depicted this very good).
@@3kliksphilip, fair enough. Awesome video anyway, critique aside you are one of the most sharp minded and accurate non science-related UA-camr I've seen. Absolutely unique content.
You can kinda change the shadow resolution by changing max distance, a lower value will make it even sharper, but a bigger value will make it more blurry, the resolution stay the same but it's like making the texture scretch more. Despite it look like there is no good filter in it, it will be more pixelated.
MSAA is THE best method around After they deleted it from siege, replacing it with godawful txaa, I was forced to turn off AA completely, because the blur is maddening Ubisoft should all get guillotined for that and for their fascist censorship of chat
They had a file breach like in 2018, and they never told anyone until people found out in 2019, it's not even safe because you can't trust them after they literally lied about you being safe, when you aren't. I bet they have a third-party company that stores all those info for money.
DexPlays It was a breach of a single server and nothing of value was extracted. They “hid it” for a year because it really wasn’t that big of an issue. They have been audited multiple times, all finding nothing relating to logs. Please learn what you’re talking about before you speak.
oh look, my favorite youtuber whose videos I can watch for free at anytime has a sponsor in one of his videos, let's write a stupid passive-agressive comment, to show him that I don't like ads in his videos.
4 роки тому
What you said about shadows being too sharp reminded me to how Sonic Generations lights the enviroment. The shadows and radiosity are baked in just like CS:Source, and naturally do have better soft edges. However at the same time, the game casts realtime shadows from the enviroment, but those shadows only fall on the dynamic objects, like the player, so It doesnt have that "fade in" effect objects tend to have when they reach baked shadowed areas in most Source games. It may sound complicated and expensive, but it actually has very good perfomance.
- PBR - better culling, so we can have bigger open maps, this would not only benefit danger zone, but it would also get rid of the annoying "invisible walls" above buildings - going back to baked shadow maps, but making use of GPU's for baking them, there is no map with real dynamic lighting in csgo, so dynamic shadows are kind of pointless, the only place you need sort of dynamic shadows is on doors, and you can fake that by lerping between multiple baked shadow maps. better AA and vulkan support are two fantastic points.
Re shadows: I'd love do see my own shadow. On some corners it's telling opponents where you are and without seeing it yourself, you have no way of controlling this.
I've never modded for CS:GO but I have put thousands of hours into creating mods through Source for GMOD, the only two I can see being difficult to solve here would be the smoke grenade wall bug and the AWP bug reasons listed: Smoke grenades in Source were doomed from the start, they're just randomly spread out particles in a set radius, to my knowledge there isn't a way to prevent the edges of the seemingly large smoke 'particles' from clipping through the wall unless the centre point of the particle clipped through. The AWP would be a pain in the ass to fix unless they made a inaccurate physics mesh for the rifle which would ruin other aspects of gameplay, the trade off probably isn't worth it. The only fix I could think of that might work better would be dropping the rifle from behind the attachment point, which would look a bit janky come to think of it. Suppose they could rewrite how the engine interprets these interactions but that's beyond my field, sounds like it would cause more issues that it's worth in the long run though!
There should be a command for destruction mechanics, increasing popularity in community servers. Maybe even a gamemode with these physics, kind of like how Flying Scoutsman messes around with gravity and accuracy settings. There should also be a setting for ray tracing, but only for offline or custom servers, would be pretty nice.
what's all this stuff about csgo i only come for the nord vpn ads
Only a vpn should let you do that
Oh wait
Fuck high fps - pointless
Same
@Ernesto Finnegan shut up
I would love to see destruction when C4 explodes
Framerate left the game
That would be pretty cool and it wouldn't affect gameplay.
Kian van den Akker it would tho
@@not2hot99 it's not in Team Fortress 2 after explosion.
counter-strike source?
"Only a VPN should let you do that"
You win this round, 3kliksphilip, for the funniest callback to the sponsor of the video
@@0rangevlad ok
Fuck high fps - pointless
@@0rangevlad ok
@@0rangevlad k
@@0rangevlad ok
There should be spectator grade graphics settings for Tournaments and viewers. Framerate is not a problem for a Twitch stream. That'd be neat.
Such a great and special answer! You sir, have a open mind that thinks outside the box. Thank you.
Good idea until you realize the bitrate of Twitch is absolute dogshit and won't show the quality improvements.
@@NolePTR A MAN CAN DREAM!!
This feels like an old-school kliksphilip video. Especially the inro. I like it.
Feels weird to say that, but I've been here for like 5 years so i can.
The music he has in there gives me nostalgic vibes. He's used the same music for years now.
5 years isnt even old philip (which is younger philip actually)
@@AaronCleetus-cj4gw Quite the opposite actually. The player numbers have been higher recently than they've ever been
@@AaronCleetus-cj4gw I don't have a whole lot of experience with the game, so I couldn't really say. What I have played of it didn't really give me any issues, though
@@AaronCleetus-cj4gw CS:GO is as repetitive as football and basketball.
3:49 that caught me off guard, nice
I laughed.
I even checked if there was something wrong with my headset
i just woke up sleepy watching the video, i was almost having a heart attack
I would want
1: A proper, modern PBR system. Where the guns have actual metalness, normal and ambient occlusion maps. Maybe even Parallax Occlusion maps, i think it would make sense for certain skins.
2: A modern Reflection System with Parallax corrected cubemaps and Screen Space Reflections overlayed on top. Imagine seeing a slight, real time Reflection in a shiny metal part of your weapon.
3: A modern Particle System. Smoke and Fire Grenades look incredible for 2004 standards. But this is 2020, they could also fix issues with visibility for grenades with them. You could also implement much better Bullet impact Particles.
Source 2 already supports PBR afik
@@tehwolf1337 yeah but this is what I would want to see from csgo right now.
@@TheMrGameszocker may be we will see it this year in Source 2 beta testing build. But it's very doubtful since Valve likes being Valve
@@tehwolf1337 funny thing is I said that exact line 4 years ago.
@@TheMrGameszocker what if this year is the year? :D
At least it could be possible to see the new csgo major engine update as CS:GO VR as HL Alyx pre-order bonus lmao
10:43 this man predicted cs2 smokes 3 years ago!
The background music makes me consider the purpose of my existence.
If you saw his videos on sleep paralysis (on his second channel - 2kliksphilip) then the music will fit even more and I can't get enough of it.
Yea, we need that russian techno song with the dancing kid in the background..Traboloski thing song :) cya on dust 2 my friend
There is none. Just try to have a good time in your short pointless existence like the rest of us.
@@Jona69 there is quite a bit of Albert Camus feel in this
@@elvis_mello Camus wouldn't really agree with that. Sartre would be a more accurate comparison.
10:54 THIS AGED LIKE WINE
He finally accepted a sponsor. Glad he did.
He deserves the money.
He accepted this sponsor some time ago.
@@PotentialGrim A while ago actually
And he accepted another sponsorships too
His Dell sponsored videos are some of my favorites on the platform
Weird how the sponsor he does accept is one of the shadiest, yet most prolific sponsors on UA-cam.
9:37 Not gonna lie that transition was smooth af.
I'd really appreciate if valve would let us see our own shadow in first person.
honestly it's kind of stupid to have to visualize ur shadow. Adds skill I guess but i don't think it's a good mechanic
@@AlecC0l other people can see your shadow, so you could be hiding and the enemy can see something you can't, giving them a unfair advantage
Was going to comment same, its just dumb
Bro how about being able to see our own feet lol
The SUN could be an unfair advantage, as people can stand in a wrong place where the sun can show the enemy their shadow, giving them an advantage. We need to nerf the sun
"I don't expect real time smoke physics"
Well, we're getting close
CS2 will have:
Raytracing ❎
Destruction ❎
Vulkan ✅
New AA Options ✅
Upscaling ✅
Higher shadow quality ✅
Better Reflections ✅
Better Smoke Grenades ✅✅✅
Not just Better Smokes, but actual smoke physics, like he said he wouldn't expect :D
no raytracing
in the map editor technically lmaooo@@DoorknobPlus
This editing style is freaking vintage 3kliksphilip. Thank you for leaving in your outtakes, and for being yourself!
10:44, plz fix the alpha sorting volve.
Super easy to see players through smokes if you know what you're doing... It's been like that since CS:S and they've never fixed that.
It also limit your creativity with sprites, glowing materials or just translucent stuff, refracting floors etc... it's so bad.
@Phobos 🤣🤣
Great seeing you here!
@Phobos exactly, plz volve
volvo plz fix
Lens flares should be blocked by obstructive sprites. I really agree with that. It should be an easy rework for them.
Just by the way, since you said you don't fully understand Vulkan/DX12 and how its potential to make games faster works:
They work by allowing developers to make lower level calls directly to the GPU to push pixels and draw vertices. It requires more development time, but you get a LOT of control in return which allows developers to make rendering engines either specifically for the type of game they are making or for a series they are making. A good analogy would be if you wanted to order a burger you would have less control if you asked for a generic "cheeseburger" but it would be quicker to make and may not be the burger you wanted fully (current OpenGL/DirectX), but you would get more control over asking for individual toppings at the cost of slower development time and potentially more skill required (Vulkan/DX12). Also fun fact: To render a simple triangle in OpenGL is maybe 13 lines of code. In Vulkan its 800. Although lines of code is NOT a good way to measure most things, it does illustrate the difference in complexity. This part may not be true either, but it looks like developers have to specifically change how drawing works in different OS's while in OpenGL its all generalised so you wouldn't have to. I would post Github links to demonstrate the differences, but I don't want my comment to be sucked into the void of spammers for posting a link.
Previous versions of OpenGL and DirectX have a more generalised approach for drawing, which quickens development time but doesn't allow big name developers to fully milk the FPS potential out a game - usually this would require specialised drivers for the GPU to enhance FPS. This is actually what Nvidia's "Game Ready" drivers do, Nvidia specifically writes code in the GPU driver to enhance FPS of big name games. The features of Vulkan/DX12 are going to primarily enhance FPS in games that use custom or unique drawing methods, such as heavy voxel games (potentially games like Teardown) and most AAA games (since they can hire people that specialise in graphics development to make hyper-efficient rendering engines). I would imagine games like ARMA would improve from this too as for they have a very niche requirement for rendering, being a very large world after all.
There is a lot of misinformation surrounding what DirectX 12 and Vulkan are too by the general public. I see lots of people on Reddit believing that they are a magic bullet that will solve all FPS problems in a game - this cannot be less true. Although it may help with games that are very rendering heavy (ARMA, Teardown, Rainbow 6, any Flight Simulator, etc) it will probably not improve FPS substantially on games that don't have crazy rendering schemes, or if the developer isn't experienced could actually hurt FPS. They have the potential to get amazing FPS increases, but I personally don't think most non-AAA games will benefit from it.
This is pretty much the meat and potatoes of how it works. Disclaimer: the analogies may not be 100% correct as for I am not a graphics man, but I am a random internet commentator so I must be correct and trustworthy, right?
Good point, A lot of Vulkans speed increases seem to be in its true ability to do draw calls on multiple threads and more control; allowing more potential for optimization by developers, but just potential that needs to be reached. I'm no expert but I've read its not a crazy difference between OpenGL /dx11 vs vulkan/dx12. If you are talking about OpenGL, in classic OpenGL sure you could do a triangle in 13 lines, but that’s done in a very inefficient way. In modern OpenGL its probably at least 100 lines, with a decent amount of boilerplate code. In the vulkan triangle, its way more boilerplate code, but after that; you don’t need to write most of it again.
I’ll return to this comment later lol
There's only one game in existence that took full advantage of DX11's multithreading model (Civ 4 I think?), DX and OpenGL basically take the "if you make the call, it should render correctly, next frame" approach. but modern games have a lot of stuff that isn't needed next frame, modern hardware has things like async compute, which is a sort of lazy feature...you basically ask the GPU "I want this done soon" (think texture streaming or the like), This is why AMD sees huge performance boosts (30%~) with Vulkan, because they have hardware accelerated async compute, AMD basically invented something for console games that worked with their potato CPU. But needed an API to tell the GPU what they wanted done "later" so the CPU wasn't so aggressively handling the synchronization between frames.
You get a like cause I feel bad for me not caring enough to read all of it but what u said was probably super smart so well done
11:04 man oh man were you off on this one
This video aged like fine wine
That ""bang" in RDR2 took me off guard and made me spill my beer. Instant like. I now smell like beer.
5:24
The best thing I have heard today
Yes, I would love to have all of these settings asap!
**plays in 1024x768, bb, lowest settings**
Frankly, i'd REALLY like better gun animations. Ones in CSGO right now are very robotic and unappealing. Not asking for Escape from Tarkov / Insurgency Sandstorm animation levels, but some improvement needs to be done for sure
Valve has never made good animations. Gun sounds are awful but I understand the argument given for them.
Look at new knifes animations (ex. nomad knife). Draw animation looks terrible.
I know how firearms work, and I hate that animators have not researched how they work...
KaptajnKaffe yeah, like how every time you equip a gun in Cs you would be ejecting a perfectly good bullet.
After playing games made by Tripwire Interactive (Red Orchestra, Killing Floor), I could never look back at Valve without feeling mildly annoyed over the gun animations, they're just so basic.
MSAA can be added to transparent objects with "Alpha To Coverage" method, there is a good article in medium about it. That + msaa + shader upsamling would make a perfectly sharp image without noticeable aliasing.
Jah
Magyarul?
10:48 they added that now in cs2 :D
3:26 *Change da world, my final message goodbye*
Whenever you show a screenshot I try to guess which spot you're gonna zoom in on
When Phillip went: flbablplhlphl
I felt that 😔
0:47 Skip the Kripp
@@n3er0o what
thx
@@n3er0o Thanks for telling me this exists
I have been using Half-Life: Alyx's tools for a bit and I have some things to say about Source 2.
8:49 Source 2 has both light-mapped shadows and real-time ones (CSM). CSGO only uses CSM for the Sun's shadows, while Source 2 does the same thing as Counter-Strike: Source where the Sun's shadows are lightmapped. This allows them to "blur" like how you explained in the video, though they are completely static. Lightmaps are compiled at ridiculously high resolutions (16K on Valve's maps) though Source 2 has pretty decent compression so filesize isn't that much of an issue like in Source 1. On dynamic objects such as foliage and physics props, they are real-time though they can blend in perfectly with lightmapped shadows (something Source can't do with drop shadows on physics props like at 9:28).
10:05 This is something indeed present in Half-Life: Alyx! Instead of using env_cubemap, there's this thing called env_combined_light_probe_volume (I probably botched that name a bit) which includes a cubemap AND a light probe. Light probes are very similar to cubemaps as they are represented by spheres in most editors and are placed all over the map. However, instead of taking different screenshots and using them for reflections, they sort of gather the "ambient color" of that environment and apply indirect lighting to dynamic entities such as NPCs and physics props. You probably noticed the term "volume" in the name of the entity. When you place it in the editor, you can define the proportions of the volume of which the cubemap image will wrap around to make the parallax effect. It also makes it much easier to know which geometry of the map will use that cubemap!
0:47 to skip the ad
ty
Thank you for this comment
I didn't skip it, why should you?
@@user-ng2ry9cq9w fuck ads?
Nightbot You act like skipping a sponsorship will lose Philip money like skipping a UA-cam ad would, which isn’t the case
What I'd really love is a shift in terms of overal graphical style. I loved how CS:S was gritty and dirty and overall seemed more serious. And since it's launch, CS:GO looks like it's getting more and more cartoony. Most obvious thing to blame for this is color palette, but in fact, all of the maps look now more.. sterile? Everything is clean and colorful. Looks more like a children's playground rather than a place in which a game about Terrorists and Counter-Terrorists takes place.
This is a great reference of what kind of style I would like to see:
imgur.com/a/pWiXiwB
Beautiful interpretation of old nuke
If the nuke site is well taken care of there's no reason for it to look like it's been abandoned for twenty years. I think that style has its place in certain maps but not all of them
Also I think the main reason why everything looks so clean is the materials Valve is using and the lack of proper physically based rendering.
Maybe, but I definitely don't prefer the 2004 approach of "make everything look grittier by slapping a noise filter over everything" either.
according to Tyler from VNN and his sources, CS might be fully ported to source 2 in a not so distant future. A lot of strings of code related to CS were found in a recent Dota2 update. I'm hoping for: better light/shadows, refined textures, better sound engine and Vulkan support.
Dont use “according to” with his name, i love his videos but even he doesnt like people saying that
I believe when I see it with my own eyes. Before that I dont care who has sources about this 😂
SPECULATION
Iberville Music i think Tyler is assuming is better
@@MsZsc VNN is brain rot. If he even attempted developing in his decade of talking about how great mods are then he would realize how asinine 90% of his theories are.
"[...] even if the cables for some reason don't. Bang. [...]" thanks. now i have to pause the video and regain composure from laughing uncontrollably you sneaky XD
I think it would be nice to have the smoke know what spaces to occupy buy casting rays in a few different directions and then using some sort of volumetric fog effect to obscure objects. It would work much better and look much nicer than particle smokes.
looks like valve choose the smoke physics
5:29 Stupid Philip, you spelt "edges" as "edes". Valve, please fix.
2kliksphilip
Would never have made this mistake.
finally you're actually taking advantage of sponsors lmao, love the content, keep it up!
Lets hope it will help
damn 10:50 was probably the inspiration for smoke grenades in Counter Strike 2! They don't go through walls and fences and are simulated
I dont think it was,smoke grenades had a huge problem that valve knew way before this video was published. But that would be funny,i mean he did predict exactly how smokes would work.
"bang" was very satisfying, thank you.
Philip, I'm just rewatching this video and I want to point out that cascade lighting has a very high quality mode where shadows are smoother the further away they are from the source. Black mesa with its latest lighting updates (which also added dynamic lighting) is able to use this option, along with godrays and all sorts of stuff.
I'm pretty sure that neither games have that for the Cascade Lights.
3:10 you just reminded me of csgo's old inferno :( rip
Graphics features I would like to see:
Tessellation
Volumetric lighting
PCSS
Subsurface scattering
Real time Global Illumination (not raytrace, cube method).
And various post processing like bloom.
These kinds of thing would help really stylize source 2 as a whole.
finally getting source 2 would be a good start.
"Destruction" + "Bore a whole through a wall"
Sounds like a good map idea
*thanks for the inspiration
"21 seconds ago"
nice
21 likes
nice
0 likes
even better
09:57 I wasn't expecting that :D
Hey Philip, thanks for willing just about every one of these things into existence with CS2!
The senior graphics guy from CDPR actually worked on some great graphic technologies like shaft-lights, thigh angles reflection and a few volumetric light effects. You should check his presentations
5:30 "More AA Options"
There might be a slight difference between what I associate AA with and what you associate it with... 😅
Haha same
AnTi- aIrCrafT
A major issue with TAA is the lack of depth it gives you. I absolutely avoid TAA any way I can because it makes it much harder to spot enemies unless I turn it up to an amount that almost cuts my fps in half. While it may be a smart method of AA, I will glady take 8xMSAA or 4xMSAA any day of the week.
Yeah, this game will Never be ported to Source 2...
...never mind, everyone is making this joke, I am sorry for just being the crowd.
But what I just noticed no one is mentioning is the custom shoes that will probably be there (but not treads).
Actually I think adding footprints to CS:GO would work really well with the game. Unlike more complete destruction it doesn't alter the balance of maps that much and I feel it would fit in with the pretty methodical way CS:GO is played, you're already very often trying to deduce where the enemy is so I feel this would add to that. It wouldn't change whether or not enemies could get the drop on you and the longer the match goes on the more footprints there'd be making it harder to make out any individual ones. I say this because it's already a feature in War Thunder, where tanks and other vehicles will leave track or tire prints behind and I often follow them myself to try and spot an enemy but it doesn't give either of us a huge advantage, the guy I'm following knows that they're leaving tracks so they can also be aware of someone following them. Planes will also leave contrails in some circumstances so you can also follow them to spot an enemy. I think this could honestly be a really fun addition to the game and it would fit in with how the game is already played.
So early, I came before the English subs
So early, I came.
You can do enemy reflections in your scope without raytracing. Used to play a game hat did that, don't remember which one.
Why have better reflections or less pixelated gun skins. Just directly add freaking PBR. People already use this in combination with mapbase in sdk2013sp. CSGO's branch of source is outdated considering this xd
the engine may be old, but at least the devs work on the game
Graphic feature that i want in csgo.
3D Render resolution: determines the render percentage quality from base resolution. So you can play in technically lower resolution while the rest of them still HD. For example you can play in 540p but the HUD still rendered in 1080p.
Semi-volumetric smoke thing: the smokes behave just like real life but with some tricks that doesnt cost alot of performance. Also more consistent sprite rendering so a sprite behind wont cover the sprites in front of them visually.
Also
I WANT SELF SHADOW BODY AND FIRST PERSON LEGS PLS VELVA
3:09 real sad they haven't implemented this more in cs:go
MSAA is the gold standard of AA (after super sampling, of course). Please don't wish for inferior AA options...
Hey Philip, thank you for giving us high quality content for free, i really like the way you explain stuff, i dont own CS:GO, nor a gaming PC, but you still make videos that keep me hooked.
I know this is off topic, i guess it dosent hurt no one
For the next Kliksphilip map defuse, it should feature destructible environments, but selected to think how it can change routes and having disadvantages on using them.
bruh, my pc runs cs go in 80 frames with every setting on the lowest option and all the lunch options set
hehe lunch
You probably have too many launch options? You don't really need any beside -novid and -tickrate 128 if you want to learn utility lineups on 128 tick server.
I rebuild my old PC I bought in 2010 2 months ago and only use it as a server/storage and even on that one I get 100+ fps all the time with 2010 mid tier hardware like amd phenom x6 1090t etc.
Every PC for 500 euro is already way better. And maybe you slowed your PC down softwarewise.
@@RaimaNd what is -novid?
@@Klaark Disables the annoying video at the start.
@@RaimaNd does it still work in panorama?
Look at how realistic these shadows are, and how they mimic reality and look good at the same ti-
Bang.
9:56 bang
Caught me off guard and made me laugh
one of those clips I can watch over and over. absolutely perfect.
why is the humor in this video surprisingly well done?
I want the opposite of most of this. I want a smoothing mode. Like I would like to be able to just smooth all textures a lot. Like instead of Dust 2 walls having cracks and weird bricks jutting out with multiple colors making up the walls. i want it to just be a slightly textured flat wall. with no cuts and color distortions. The color thing is hard to describe. Look up Dust 2 site A. Look at a photo of goose and I can explain. At the bottom of goose wall there is a change from an off white to gray. I want the entire wall to just be white. or At least the blotches to be nearly the same white.
I only hate this because detail for me is what makes it hard to see enemies. I see them as just noise like the background. I come from a huge Halo fan and the best visual aspect of Halo is the enemy is always bright blue or red. Never do they blend in.
This would give you such a massive advantage. They would need to have seperate servers for people with the mode turned on.
@@iosefka7774 No it is not a massive advantage. Because it is available to everyone. So there is not advantage. I can do it and so can they. Also no it doesn't need a separate server and people including me do it already to a lesser extent. There is a smoothing command and it does help visibility I enabled this over a year ago and forgot the name of it. It just isn't enough.
Also there are ways to go to the extreme now and people do this. So they have an advantage because they are using a texture that is easier to spot on while it is not accessible to most people with ease.
ua-cam.com/video/WerXeBJAiik/v-deo.html
@@deathab0ve If it gives an advantage and everyone can use it then everyone will. Valve may as well just remove textures all together at that point; but that isn't the kind of game that CS is.
The video you linked is using a hack. Valve has not intended that at all.
Agree w Jamien, might as well make every map a empty white cube and all player models black squares. What’s the point of ever updating CSGO if all people want is to have the game broken down to the simplest form by downgrading graphics?
@@homunkoloss6782 If you want this then you should play a game that isn't CS.
please give the finals a try !!! its overwelming in the first hour but when it clicks..... it clicks. the destruction is fantastic and the audio locating is really solid. worth a try since season 4 coming out
Ahshit nordVPN. Ever since that fiasco, I personally have stopped using nordVPN.
its shit and has always been.
they pay good tho.
What fiasco
the fiasco is they got hacked
@@thib2582 one of their hosting servers got hacked. not really a problem for any user really.
1. I want Raytracing to be added for content creation like what I do on my channel. It would be nice to have a caster/recording mode where CS:GO gets 2X render resolution, raytracing global illumination & reflections for streaming to audiences or recording in super high quality.
2. Yes. Though I want wallbanging to be more viable.
3. Vulkan delivers smoother and almost stutter-free gameplay/frame times.
3.5 realized your background music is a bit too loud.
4. MSAA is the best in my opinion. I don't like TAA, SMAA or FXAA. They are all horrible. Before starting with 4K, I want the textures to improve. GPU's have enough VRAM nowadays.
5. Yes the pixelation is horrible. As I said we need some kind of content creator mode which sets everything in ultra quality.
I would like to see something like Rainbow six has. They have an in-game resolution renderer. So I can play in 4K but have the in-game resolution rendered in 1080p. Additionally I can stretch it to 4:3 without changing my actual aspect ratio. That's awesome. Oh and we need some more native vibrancy in CS:GO.
Kliksphilip would never sellout like this
Repsaj im Noiz
@@noiz5578 lol
@@repsaj5139 lol
seems like the commentary and editing keeps getting better
Didn't NordVPN get hacked recently? Bit iffy advertising a VPN company that skimps of security.
MrMcBobb That was MONTHS ago. And literally every single company is prone to being hacked if someone cares enough to do it. Stop bitching for no reason.
iNeoTheGod Your brain is extremely small, and everyone who liked your comment's brains are even smaller. Please don't argue shit you don't understand. Yes they were hacked, no, no ones information was sold, and no, it won't happen again. You really think they'd risk their integrity by upkeeping shitty nodes after the hack? Of course not, dumbfuck. Open your eyes.
@@TheSearchForTruth88 you just got ratio'd and you're still ranting lmfaooooo.
AviCul o getting "ratio'd" doesn't dictate the truth, you absolute mongoloid of a human being. All it takes is writing off everyone who agreed with him as a dumbfuck, which of course they are. Stop believing shit just because its popular.
You can tell Philip had fun making this excellent video. Especially the intense shock (seriously it's the most surprised I've heard him) at CS:GO still using DirectX *95?!?!?* :P
As for tech I'd like to see in CS:GO? Volumetric raymarched smoke/fire would be great at solving the clipping through walls behaviour, but that's already been suggested so I'm going to go with tessellated decals so that bullet shells and spent magazines can pile up without being simple particles that disappear too quickly.
I just want to see my legs
Hey, Philip, as a physicist I would like to correct you on the shadow sharpness: 08:48.
_"Sharp shadows are cast by small light sources, but the sun is not small, it appears in the sky as a sizable circle"._
That is not exactly true. There are two things that contribute to the shadow sharpness:
1. How small the object is *in your field of view* let's say. And the sun is actually about 0.5 degrees in angular size, which makes it fairly a small thing (the idea is that even a bottle cap can appear as big as -your m- a mountain if it is close enough).
2. How *parallel the light rays* are. That's why you get a soft shadow from the diffuser cloth-covered lamps (the rays are chaotic). The sunlight, however, is extremely parallel due to the fact that the Earth is very small, and the sun is very big and far away, so the electromagnetic field of light rays is very uniform here.
In fact, we get some amount of light diffusion in the atmosphere, but not in space, that is the reason you get extremely dark and sharp shadows in there (Interstellar, Gravity, -moon landing,- and other beloved pieces of art have all depicted this very good).
@@3kliksphilip, fair enough.
Awesome video anyway, critique aside you are one of the most sharp minded and accurate non science-related UA-camr I've seen. Absolutely unique content.
9:35 *Laughs in Mirror's Edge*
Better smoke effect would be sick
You AI Upscaled the presentation didn't you.
4:12 The inside of the "o" being a darker blue bothers me to infinity
Hey philip, you forgot c4... the model is bad, the explosion particles and sounds are bad. Everything is wrong about the bomb
You can kinda change the shadow resolution by changing max distance, a lower value will make it even sharper, but a bigger value will make it more blurry, the resolution stay the same but it's like making the texture scretch more. Despite it look like there is no good filter in it, it will be more pixelated.
MSAA is THE best method around
After they deleted it from siege, replacing it with godawful txaa, I was forced to turn off AA completely, because the blur is maddening
Ubisoft should all get guillotined for that and for their fascist censorship of chat
This man speaks the truth but no one hears him...
I see you Philip, super resolutioning the presentation screenshots so you can zoom in to the text without it becoming pixelated!
"NordVPN stores no data logs"
Let me just say that you're wrong there, bud..
He is correct. No clue what you’re talking about. They have been audited multiple times.
They had a file breach like in 2018, and they never told anyone until people found out in 2019, it's not even safe because you can't trust them after they literally lied about you being safe, when you aren't. I bet they have a third-party company that stores all those info for money.
DexPlays It was a breach of a single server and nothing of value was extracted. They “hid it” for a year because it really wasn’t that big of an issue. They have been audited multiple times, all finding nothing relating to logs. Please learn what you’re talking about before you speak.
2:35
3kliks: rainbow six siege is competitive
me: *laughs in bad operator balance
0:47 skip ad.
Thank me later
oh look, my favorite youtuber whose videos I can watch for free at anytime has a sponsor in one of his videos, let's write a stupid passive-agressive comment, to show him that I don't like ads in his videos.
What you said about shadows being too sharp reminded me to how Sonic Generations lights the enviroment. The shadows and radiosity are baked in just like CS:Source, and naturally do have better soft edges.
However at the same time, the game casts realtime shadows from the enviroment, but those shadows only fall on the dynamic objects, like the player, so It doesnt have that "fade in" effect objects tend to have when they reach baked shadowed areas in most Source games.
It may sound complicated and expensive, but it actually has very good perfomance.
Fun fact; the current smoke from smoke grenade is still the same as the one built as "TestSmokeEffect" dispatched client effect from source 2013 mp
Man vulkan just does wonders. Emulators for newer consoles wouldn't have been anywhere without vulkan.
- PBR
- better culling, so we can have bigger open maps, this would not only benefit danger zone, but it would also get rid of the annoying "invisible walls" above buildings
- going back to baked shadow maps, but making use of GPU's for baking them, there is no map with real dynamic lighting in csgo, so dynamic shadows are kind of pointless, the only place you need sort of dynamic shadows is on doors, and you can fake that by lerping between multiple baked shadow maps.
better AA and vulkan support are two fantastic points.
The transition at 9:37 was amazing!
Re shadows: I'd love do see my own shadow. On some corners it's telling opponents where you are and without seeing it yourself, you have no way of controlling this.
I've never modded for CS:GO but I have put thousands of hours into creating mods through Source for GMOD, the only two I can see being difficult to solve here would be the smoke grenade wall bug and the AWP bug reasons listed:
Smoke grenades in Source were doomed from the start, they're just randomly spread out particles in a set radius, to my knowledge there isn't a way to prevent the edges of the seemingly large smoke 'particles' from clipping through the wall unless the centre point of the particle clipped through.
The AWP would be a pain in the ass to fix unless they made a inaccurate physics mesh for the rifle which would ruin other aspects of gameplay, the trade off probably isn't worth it. The only fix I could think of that might work better would be dropping the rifle from behind the attachment point, which would look a bit janky come to think of it. Suppose they could rewrite how the engine interprets these interactions but that's beyond my field, sounds like it would cause more issues that it's worth in the long run though!
4:00 Did not know Wolfenstein young blood looked so smooth(movement). Very good job developers looks amazing to play.
Man I want that destruction spectacle for a modern FEAR Combat equivalent so much, that will totally fit :p
11:36 Nice skin... and quote.
There should be a command for destruction mechanics, increasing popularity in community servers. Maybe even a gamemode with these physics, kind of like how Flying Scoutsman messes around with gravity and accuracy settings. There should also be a setting for ray tracing, but only for offline or custom servers, would be pretty nice.
I was going to comment: "11:raytracing" but i see you put it in the video. Nice