A new map with pretty rocks has been released. And water. And pretty sunshine. steamcommunity.com/sharedfile... The Unreal5 demo on steam: store.steampowered.com/app/16...
@@PositivelyPlaying 0:41, 2:36 Phil got complaints that the background music was too loud and annoying so he stopped using it for a while but now tries making it as loud and intrusive as possible
Yep, quixel assets are free to use within the context of UE. However, I see quite a few assets used in workshop projects, where it seems the authors are not even aware that they were supposed to pay for asset use outside of UE. Unfortunate that it keeps happening since eventually, I would think Epic would put their foot down re: how the assets are distributed, especially for hobbyists and indies.
Yep was about to say. Valve and Epic aren't in good terms already, this can blowback to modders. They can't slap whatever they find just because "mods are free"
If the asset belongs to Epic then it cannot be used outside of Epic, however if you've purchased marketplace assets on their store, you own the license. Quixel is an Epic acquisition, so they cannot be used outside of unreal engine.
Caboosing never bothered me until I learned that it bothered other people. Now I can’t help but be alerted every time it pops up. It’s like being self conscious, you can’t unsee it sort of thing.
I was the opposite lol, it always bothered me and I am bothered further by how many people actually enjoy it in the comments, it is an auditory nightmare
@@redamber483 honestly my biggest problem with it is that he gets indulgent with it, no real problem with it as sfx but letting it rip is too raw. sensitive to sound and getting caboosed spins me for a bit
Lost Coast mainly impresses me with Source 2's ability to light and shade (relatively) high fidelity photoscanned assets in a realistic manner. Source 2 is quite good at these lighting exercises in fact- PBR is ALWAYS spectacular in the engine, and this map shows it with full models. Sure, Unreal does it in real-time with Lumen (although it's still very ghosty) and real-time path tracing and can carry octillions of polygons on screen at a time with Nanite, but Source 2's ability to carry a somewhat comparable level of fidelity at HUNDREDS of FPS is a testament to requirements and capability- Source 2 can make a pretty picture that you could stare at for hours at high speed, whilst Unreal can paint a picture you'd want to lick all over, at a heavy impact to performance.
@@epoch151 MSAA has certain limits with what it can smooth out and has been proven to be the most taxing AA method, but I also like it the most. Upscaling is usually a hit & miss- moving objects might leave trails and edges get blobby, but sometimes the photo will even get more pleasant and it eliminates ray tracing ghosting, and with DLSS 3.5 reflections get upscaled and improved by a large margain.
I'm certainly more impressed with Source 2 than I am with Unreal 5. The fact that Source 2 delivers 9th gen visuals on hardware that's 10 or more years old in acceptable framerates and resolution is the real cool stuff. Graphical evolution has plateau'd anyway, there's no need to go any further than we already have come.
@@olzhas1one755 It's crazy to me how much better source 2 runs than unreal engine games, I can run cs2 at 60fps on my old pc when unreal engine game can't even hit 30. I don't really think you need anything better looking than source 2.
It would be cool to see you return to mapping in some capacity for CS2. Although I never got a chance to play any of your maps in actual matches, they were fun to run around and see all the details, or load up with some bots. Also, the de_sparity series from way back was inspiring, and a really fascinating look into the process of making maps for CS which couldn't (and probably still can't) really be found anywhere else. I'm not sure if you've commented on whether you have any interest in making new maps recently/at all, but I just thought I'd put that out there as a vote of support if you are considering it.
This video is so great! It takes the simple subject of a buggy map with high detail into an interesting discussion of graphics and CS. It is clearly something no other YTuber can replicate.
Yea, I also tried to do a showcase map with quixel but I scrapped that Idea because I didnt want to get in trouble for using the free models. I didnt want to invest alot of money for a map that probably nobody wants to play. Nice that someone did it.
It's not just for the performance but also for a calm environment on maps since it's competitive. If we had too much going on visibility would be an issue. We had a lot of criticism for inferno already and they removed some props.
If you read comments on old videos, now might be the perfect time to look at workshop maps. Please check out: Biome, Bounce, fy_poolday, Frogolio, Memento, Foroglio, Assembly, Brewery, Abstract, Haven reimagined
I feel like you're the Vsause of Counter-Strike (and game-related content in general), you start your videos talking about fancy rocks and end them speculating about neural networks and the future of polygons. Lovely stuff.
Beautiful map, map maker should add a small hut somewhere around and further improve the map, making it like a small resort maybe, it looks good overall
makes a funny and interesting video about cs2 and how good assets can make things super nice looking... and ends the video by casually making two very profound (and potentially very accurate) predictions about the future of videogame graphics. I'm almost sure that we're heading to cloud streaming allowing truly proposterous levels of detail in games. I think possibly everything will be streamed to a very high level of detail, then cloud based AI material generation will take over when properly rediculous detail is needed, all streamed directly to your TV, no console needed. This, along with improvements to VR, integration of LLM AI into games, (for NPCs, Voices, maybe even story elements) will give us fully immersive games with self generating content, an almost infinite level of detail
That unreal Italy looks gorgeous but we'll never get anything like that. The amount of tears we got when people couldn't get 200fps on their potato going from an engine from 2004 to source 2, even though it's supposed to last a decade or more.. Valve designs with the lowest percentile in mind. CS2 can look good, but it'll never look amazing.
If anyones wondering why the textures on the rocks dont look sk freat its because source compresses what i assume are 8K textures of the original assets down to 2K, a real shame in my opinion of the engine
I see the future of 3d geometry being NURBS and more vector info being used for maps. Doubling polycounts and texture resolution can only be so efficient.
I think you should really look into 3D/4D Splatting. I don't think I can wrap my head around it to fully explain it to you, but they already have plugins for both Unreal Engine 5 and supposedly even Unity. This might be yet another evolution for computer graphics and rasterization.
FInally, lost coast 2
after 9 years in development hopefully it will be worth the wait
There will be no third…
@@15braincellsremaining will there be lost coast 2: episode 2? we may never know
@@natan_amorim_moraes Lost Coast: Alyx is gonna release in 2069
We will never get 3
I don’t think I’ll ever get tired of caboosing tbh
I love it
the description of the map says its to test your pcs performance but it runs better than ancient 😭😭💀
Yeah the rocks aren't even that high quality when you get close up.
@@Die-CoughmanCS2 in in general have low detail world textures (intentionally) but the lighting and art direction makes it look great overall.
Because it's just a tiny map with a repeating mesh, the person who made it doesn't understand how maps work and just slapped a few scanned assets in.
The caboosing jumpscare was the most unexpected this far
PS. I did not expect the 2nd caboosing jumpscare
What is this caboosing jumpscare? I dont get it
@@PositivelyPlaying 0:41, 2:36 Phil got complaints that the background music was too loud and annoying so he stopped using it for a while but now tries making it as loud and intrusive as possible
@@PositivelyPlaying That noise that goes WEEEERRRRR ER WEEEEEEERRRRRRRRR
Not as bad as the Plymouth jumpscare, you gotta warn me before showing that in full detail
expect the unexpected
Yep, quixel assets are free to use within the context of UE.
However, I see quite a few assets used in workshop projects, where it seems the authors are not even aware that they were supposed to pay for asset use outside of UE.
Unfortunate that it keeps happening since eventually, I would think Epic would put their foot down re: how the assets are distributed, especially for hobbyists and indies.
Yep was about to say. Valve and Epic aren't in good terms already, this can blowback to modders. They can't slap whatever they find just because "mods are free"
If the asset belongs to Epic then it cannot be used outside of Epic, however if you've purchased marketplace assets on their store, you own the license. Quixel is an Epic acquisition, so they cannot be used outside of unreal engine.
Looking at Quixel's website, it clearly states for the free license, you can only use their megascans exclusively in UE.
Valve themselves paid for the assets when they used it in CS2 maps.
Hopefully the authors have also paid for them. No point for legal troubles / DMCA.
it do not matter bruh it’ll be fine
"believably smooth and round"
yup, I see what you mean there
Caboosing never bothered me until I learned that it bothered other people. Now I can’t help but be alerted every time it pops up. It’s like being self conscious, you can’t unsee it sort of thing.
I was the opposite lol, it always bothered me and I am bothered further by how many people actually enjoy it in the comments, it is an auditory nightmare
it never bothered me , and now knowing that it bothers other people, it make it even funnier for me
@@redamber483 honestly my biggest problem with it is that he gets indulgent with it, no real problem with it as sfx but letting it rip is too raw. sensitive to sound and getting caboosed spins me for a bit
@@SUNG0DRA I'm also sensitive to sound, but I don't even notice it until it's pointed out in the comments lol
@@SUNG0DRA 3kliksphilip and his damn in-jokes.
Lost Coast mainly impresses me with Source 2's ability to light and shade (relatively) high fidelity photoscanned assets in a realistic manner. Source 2 is quite good at these lighting exercises in fact- PBR is ALWAYS spectacular in the engine, and this map shows it with full models.
Sure, Unreal does it in real-time with Lumen (although it's still very ghosty) and real-time path tracing and can carry octillions of polygons on screen at a time with Nanite, but Source 2's ability to carry a somewhat comparable level of fidelity at HUNDREDS of FPS is a testament to requirements and capability- Source 2 can make a pretty picture that you could stare at for hours at high speed, whilst Unreal can paint a picture you'd want to lick all over, at a heavy impact to performance.
@@epoch151
MSAA has certain limits with what it can smooth out and has been proven to be the most taxing AA method, but I also like it the most. Upscaling is usually a hit & miss- moving objects might leave trails and edges get blobby, but sometimes the photo will even get more pleasant and it eliminates ray tracing ghosting, and with DLSS 3.5 reflections get upscaled and improved by a large margain.
I'm certainly more impressed with Source 2 than I am with Unreal 5. The fact that Source 2 delivers 9th gen visuals on hardware that's 10 or more years old in acceptable framerates and resolution is the real cool stuff. Graphical evolution has plateau'd anyway, there's no need to go any further than we already have come.
@@olzhas1one755 It's crazy to me how much better source 2 runs than unreal engine games, I can run cs2 at 60fps on my old pc when unreal engine game can't even hit 30. I don't really think you need anything better looking than source 2.
I love caboosing jumpscares
idk what everyone is talking about lol
@@ProgazQQits the soundtrack in the background
@@ProgazQQ its the song thats like WEEERRRRRR WERRRRRRR thats in most his vids, I love it
nobody expects the second Caboosing
2:19 “this right here is from inferno” killed me 😂
2 Caboosings in one video? W
A rock video surely nothing will be Cabossing.
Edit: This one was fast.
Honestly didn't expect two ofem.
No one ever expects the second Caboosing.
God I love caboosing so much. Please never stop doing that, Philip!
TOP 10 COUNTER STRIKE: 2 ROCKS??
Number 1. rock
This looks a bit like that Black Ops 2 map Cove, just without the crashed plane
Everyone else: jumpscared by caboosing
Me: jumpscared by 4K upscaled clip of ClanWars
Phillipe, truly your rocks are beautiful
It would be cool to see you return to mapping in some capacity for CS2. Although I never got a chance to play any of your maps in actual matches, they were fun to run around and see all the details, or load up with some bots. Also, the de_sparity series from way back was inspiring, and a really fascinating look into the process of making maps for CS which couldn't (and probably still can't) really be found anywhere else. I'm not sure if you've commented on whether you have any interest in making new maps recently/at all, but I just thought I'd put that out there as a vote of support if you are considering it.
Ah yes. The old smush the megascans together 'art' style. Really nice showcase of the rendering and interactive water tech though!
3:02 Jumpscare alert ❗
0:41 actual jumpscare alert
Woman jumpscare
"appear believably smooth and round"
This video is so great! It takes the simple subject of a buggy map with high detail into an interesting discussion of graphics and CS. It is clearly something no other YTuber can replicate.
old man philip voice is a good punchline please continue
3D artist here - it took me 3 seconds to recognize "rock_cliff_ullqbb1ga".
REAL
Yea, I also tried to do a showcase map with quixel but I scrapped that Idea because I didnt want to get in trouble for using the free models. I didnt want to invest alot of money for a map that probably nobody wants to play.
Nice that someone did it.
Love the use of music here. Great video!!
This map ROCKS !
the fact that this is possible... hyped for some CS2 Operation missions :D
The way he said “mate this right here is from inferno” was too perfect for some reason
British man yells at hyper realistic copy pasta'd rocks with bad collision.
I can only imagine how insane the black Mesa facility would look with rocks like that
that music is now officially is a troll musicccccc
It's not just for the performance but also for a calm environment on maps since it's competitive. If we had too much going on visibility would be an issue. We had a lot of criticism for inferno already and they removed some props.
Kliks you talked about a map making series 8 months ago and i am still excited to see it come to life!
3:36 song is so nice, also google earth like streaming is very much something i could imagine in the future
Eating toast watching our most-loved host roast Coast.
Truly one of the rocks of all time
This not even 5-minute video felt like a journey. Well done.
If you read comments on old videos, now might be the perfect time to look at workshop maps. Please check out:
Biome, Bounce, fy_poolday, Frogolio, Memento, Foroglio, Assembly, Brewery, Abstract, Haven reimagined
I love the caboosening
Damn Crab Champions is looking good
thank you philip, for using Caboosing a whole 2 times this video, very much appreciated.
A pretty sunshit, i chuckled.
Thats the content I never knew I needed
can you do a showcase of the prettiest maps in cs history?
I feel like you're the Vsause of Counter-Strike (and game-related content in general), you start your videos talking about fancy rocks and end them speculating about neural networks and the future of polygons. Lovely stuff.
At the end there is the question on how much detail is needed in a game more focused on quick reflexes and reading a situation.
Imagine loast coast as a playable defuse or hostage map, it would be amazing!
The hierarchy of minerals in CS2 is about to change...
Wow, I actually cant wait for cs2 operations maps with those kinds of textures and graphics, thats supper pretty
uhm I think it's a bit early to start fantasizing about CS3. Especially considering the fact that Valve can't count to 3
Counter-Strike: Alyx inc?
@@abe-kun It's the only logical next step for the franchise
Philip - From rocks, to farts, to rocks.
The water shader is beautiful here
This is the gm_atmospheric_house of CS2
so much NYEEEEEEEEEEEH AWEEEEEEEEEEEEEEH in this video, how mysterious!
Funnily enough Lost Coast was a tech demo for HDR graphics.
This would be awesome for a "fight yard" fy_ map.
Damn I never knew that's what FY meant.
best part @ 0:41
Wonderful video! Keep it up!
Beautiful map, map maker should add a small hut somewhere around and further improve the map, making it like a small resort maybe, it looks good overall
Problem with that UE5 stuff is it's inherently static
Same in Source 2 though, everything is lightmapped with some real time lighting on top
And slow as shit
Not true, especially with the switch to RTX being standard, UE5 is built with fully realtime lighting in mind.
.434554 miliseconds in and this is already a cs2 rock classic
Makes me think of Talos Principle 2, the Southern maps
my god it really is beautiful :3
it's a proof of concept mr loud music jumpscare
what's better to watch than the prettiest rocks in CS2 at 6:57 AM in the middle of the Week.
i like the way your brain works, similar ponderings to my own. good video mate
makes a funny and interesting video about cs2 and how good assets can make things super nice looking...
and ends the video by casually making two very profound (and potentially very accurate) predictions about the future of videogame graphics.
I'm almost sure that we're heading to cloud streaming allowing truly proposterous levels of detail in games. I think possibly everything will be streamed to a very high level of detail, then cloud based AI material generation will take over when properly rediculous detail is needed, all streamed directly to your TV, no console needed. This, along with improvements to VR, integration of LLM AI into games, (for NPCs, Voices, maybe even story elements) will give us fully immersive games with self generating content, an almost infinite level of detail
as a true boomer i believe if there are at least 20 polygons on screen it's enough to represent almost anything everything else is a bloat.
polygons are bloat, back in my day we had this little thing called imagination
@@jamesfunnymorrison8305 This, based.
Countless guides on UA-cam on how to get rich, but I rather watch a guy talking about stones in a video game 💀
That unreal Italy looks gorgeous but we'll never get anything like that. The amount of tears we got when people couldn't get 200fps on their potato going from an engine from 2004 to source 2, even though it's supposed to last a decade or more..
Valve designs with the lowest percentile in mind. CS2 can look good, but it'll never look amazing.
I play on 4k Resolution and it looks gorgeous to me. Certainly way beyond what is necessary for competitive fps
I thought I recognized those rocks from somewhere!
I caboosed so hard in this video
Valve, hire this man.
The rocks reminds me way too much of the Unreal Engine 5 stock assests. Oh guess i was right, saw the video more than 1 second and confirmed it.
Reminds me of one of the levels in The Talos Principle 2 a UE5 game, maybe it's even the same Quixel assets.
They’re not rocks Marie, they’re minerals !
Looks like something from black mesa
If anyones wondering why the textures on the rocks dont look sk freat its because source compresses what i assume are 8K textures of the original assets down to 2K, a real shame in my opinion of the engine
Those rocks look like your recent trip to Jordan
Looks like a map you'd see in halo 5
I see the future of 3d geometry being NURBS and more vector info being used for maps. Doubling polycounts and texture resolution can only be so efficient.
2:19 nice Thorin impression, Phil
"Make even the most complex and mysterious shapes appear believably smooth and round" 😂
Pretty rocks give you pretty rocky performance
3:02 Nice
I hope you will have time for tutorials for hammer on Source 2
caboose my beloved
I think you should really look into 3D/4D Splatting. I don't think I can wrap my head around it to fully explain it to you, but they already have plugins for both Unreal Engine 5 and supposedly even Unity. This might be yet another evolution for computer graphics and rasterization.
3:02 masterful editing.
2:18 idk why this made me laugh so hard
Looks like Crab Champions arena.
anticipating a third entry from Valve? bold move, cotton.
this video had me rock hard
Damn it Marie they’re minerals
They're minerals, Jesus christ philip
Who is the person that submitted a Sponsorblock "highlight" segment for when Caboosing plays? lmao you're the best
i noticed that the ai subtitles messed up at 0:53 it should be lubed not looped
Unreal II mentioned? I swear most people dont know it even existed, I remember getting it for Xbox when it launched and it amazed me
Caboosles: 0:42 and 2:35