Oh no, anti-aliasing lets you see stuff that non anti-aliased players cannot. Let's see how deep this PAY to WHINE conspiracy goes / multisampling_setting_...
DO NOT set your Shadow Quality to low, this will hide those massive shadows from construction lights. Set it to "Very High" to get an advantage on multiple spots on multiple maps, or Low to get an advantage on this specific railing only. EDIT: "High" works just as well. (I thought higher setting rendered further but it doesn't seem to in testing)
Final Fantasy XIII abused this quirk of MSAA to render hair, when the PC port dropped people wondered why MSAA was forced on until they found a way to disable it and everyone’s head turned into pixel soup
Not really, CS2 is CPU bound. Anything over a 4070 for CS2 is over the top, what's really important is you have a good CPU like a 7800x3D or 13/14900k.
The reason this happens is because the grates are using Alpha To Coverage, which is basically a way to anti-alias see-through cutoff textures. It allows you to do "half transparency", without actually making an object transparent. Allowing the graphics card to then smooth out the line between "fully visible" and "fully invisible" by abusing MSAA. This eliminates the grainy "shimmering" or aliasing that you often see on foliage or chain-link fences in certain games. Without anti-aliasing turned on, more of the grate texture will be visible and the gaps will be smaller because the texture doesn't get cut off until it goes FULLY transparent. 2x MSAA cuts off most of the texture or at least makes it half-transparent which makes it easier to see through. This is not easily fixable unless they alter these specific textures for people with MSAA off.
@@vxpdx mipmaps don't fix the issues that Alpha To Coverage aims to solve. You see the same graininess on textures that aren't mipmapped, but the grainy aliased effect remains with mipmaps when combined with alpha testing/clipping. Like this problem is definitely fixable, but it needs some special extra care in the code for these specific materials when MSAA is off.
@@Rokk_ Can't they fix the texture itself? By altering the transparent/opaque ratio ever so slightly (in near-invisible but not-completely-transparent areas), it could compound into massive changes because of what you described?
@@Rokk_ having mipmaps using appropriate minifying filters on texture creation helps alleviate the loss of precision. Because these issues exacerbate with the mipmaps themselves or their lack of. Remember anisotropy uses mipmaps, take a look at the effect on the chain link fence You don't need to touch code for handling arbitrary textures. Just have the texture create appropriate mipmaps
Hot take: Competitive players need a reason to use something other than the ugliest possible graphics settings. People who will never climb the ranks still stream the game with eye-searingly bad graphics because it's "the meta." I would be overjoyed if they all used AA because it was technically superior in 1 tiny area on a couple maps.
I remember when PUBG exploded, a lot of people using grass on low just to see better... Why buy a good PC if you will play with the same settings as before? Yes... I'm aware of the input latency when you have more FPS, but common...
Try following (it hasn't yet been fixed) Map: Nuke Location: Ramp Video Settings (recommended Low) Try using M4A1-s Standing close to wall next-to box on and looking into Radio Effect: backwall and enemy in radio should disappear
This scenario is annoying because in 99% of competitive games, the lower quality settings have at least some form of advantages, but it is impossible for high settings to give advantages due to hardware restrictions and a higher gate for competitive entry.
I remember how in DayZ you had a huge advantage by setting the foliage to low, because it removed all the 3d grass and made players stick out on the flat ground. Also cranking your gamma all the way up pretty much gave you night vision. Of course visually it looked horrible. I think that’s really not how games should be played, but exploits will always be used I guess
@@starstencahl8985Same thing happened in PUBG a while back where setting most things to low removed most of the foliage and grass making players easily visible. THis is now fixed. The other thing you mentioned is something a lot of people do in shooters. I play on a GTA V custom server and players there will open the settings in GTA 5's folder and set the Shadows to 0 making everything 100% lit at all times. It looks garbage but it gives you an incredible advantage over anyone who doesn't have it as it is much much easier to see people.
@@starstencahl8985 I cannot tell you how many times I have played overwatch and died simply because the bush I was using for cover simply did not exist for my opponent.
I like it when games encourage having a decent computer instead of making everyone play with potato settings and resolutions for insane competitive advantages, like turning off the foliage as some others here mentioned. fuck that noise.
@@starstencahl8985 that’s why playing online games on consoles is the best choice 😁 you can’t change anything except for brightness/contrast(unless you are playing F76)
This makes me almost wonder. Competitive advantages from graphics settings are nothing new in games but I’m kind of surprised no games have implemented a “competitive standard” setting. Standard modes you run your own settings but all competitive matches would use the same settings. I guess it might make things troublesome for players as you now have Min hardware requirements to run the game but if you want to play competitive you’d need to also meet the min competitive standard requirements as well
I always turned off AA, because I figured it made polygon edge detail easier to distinguish from texture detail. Good to know there are disadvantages as well.
The issue with the fencing (and grilles) is that they're *technically* not transparent textures, but cutout textures. This allows them to still be rendered like normal opaque textures, and without any of the drawbacks of rendering transparency. I don't think Valve is going to change them to be rendered differently.
There are things they can tweak without making core changes to the engine. I'm not familiar with this version of the source engine but tipically there are texture settings they can adjust (aniso level, trilinear filtering, extending mip map distance), but they'd have to take into account how things look and perform at every AA setting, transparent textures at a distance are always a compromise between performance/quality. And now you also have to take into account visibility.
Note that the graphics options will sometimes *have FSR enabled by default*, which can make you game look drastically worse. do yourself a favor and disable it
The fix for alpha tested geometry rendering is called "alpha to coverage". It's what we use to prevent alpha tested foliage like grass/trees from disappearing when the mipmap LOD levels are higher - which is caused by the basic hardware mipmap generation simply averaging alpha values - which just results in the whole texture becoming semi-opaque and failing the alpha test, causing it to disappear entirely. You need to manually calculate alpha values for mipmaps in a way that conserves opacity where it's needed most, rather than relying on the hardware mipmap generation. For static textures it's fine to run them through a manual mipmapping scheme, even on the CPU across available cores.
Technically, this isn't MSAA per se, but rather an additional optional, fixed-function-hardware feature called "alpha-to-coverage". At the GPU level, MSAA rasterizes geometry at a greater level than outputted, but keeps the shader execution at a lower rate, simply outputting their results to fragments the triangles touch. The idea is that whenever there's geometry aliasing, those will be smoothed because in those situations the output "lowres" pixel will contain properly blended samples/results from both triangles. Alpha-to-coverage abuses this mechanism in order to output its alpha as a mask, dictating which "hi-rez pixels" should be filled and which should not. If you inspect it closely on the video, the 2X version shows a noticeable flaw: there are just 2 "hirez" samples per pixel, so the shader can only output either 100% visibility, 50% visibility or zero.
This has been a thing since atleast 1.6.. Had same thing in cpl on inferno. With correct settings you could´t see tho the blinders on the side of the window
Wait, so we should run shadow quality on low? This won't affect the drawing distance of the shadows? I thought we did the highest one to see players' shadows more clearly in a lot of places (I think I saw some good exampeles with the construction lights on Ancient, decon on Nuke etc. Am I missing something or is it just this example on Vertigo that benefits from having them on low?
Turn off FSR 1.0 in settings, you can tell that it is being rendered at a lower internal resolution. would reccomend keeping it off as there is no true benefit to using it (until FSR 2.1 is added).
I wonder how this will apply to pros trying to get as many frames as possible (I thought many of them just went 4:3 and max all other settings but apparently not)
I think they could change anisotropic texture filtering to make this look better on much lower settings so when they average pixels when mipmapping they look semi transperent.
Nope. The MSAA is doing exactly what you described to cheat in semi transparency. It's using texture filtering to determine if the texture is semi transparent and using that to then ratio between it's opaque and transparent multi pixel samples to fake it. The more MSAA samples you have the better it fakes. So MSAAx2 gives one semi transparency, MSAAx4 gives three, MSAAx8 gives seven. Not everyone is going to run MSAA obviously so a dev should decide if they eventually want that texture to filter down to fully opaque like in the video above or fully transparent as to never block on every setting.
Theres another bug at ct spawn we discovered today where you can slow you fall by about 5sec or so. Unfortunately we cant check why that happens since we didnt find a way to show clupbrushes in cs2
@@NakadashiAcheron you must have skipped the word "another". Tiny detail that makes all the difference ;) And if it wasnt obvious enough, is there another ct spawn in cs2 where you can fall for over 5 seconds? :)
I've always kind of had the thought that people who play at really low resolutions like 1280x1024 surely have to have lower visibility of certain things in game compared to 1080p or 4k players
How about you do a video on the bullet penetration through that grate there, compare it to CSGO and how it is now. You're mind will be blown. Also test in both directions to see how messed up it actually is.
I do want to say that adding the same fade out without anti aliasing would make a performance difference since drawing transparency is quite expensive. We should probably be ignoring these highly competitive issues at these low settings since if you need to play this low you’re probably not going to be playing that competitively anyways
the tongue vaseline analogy is actually great because it encourages people to never put on the obviously inferior disgusting version and to instead either use no AA at the very least or MSAA
Tech artist here. This is a common problem with alpha testing (alpha clip). It allows to have awesome detailed sharp edges (especially with SDF), unlike alpha blend, but mipmaps become either fully opaque of fully transparent at low enough scale. However just using alpha blend is not an option, because unlike alpha blend, alpha test (clip) is not really a transparency effect. So it's much cheaper to render, doesn't have depth sorting issues and can cast proper shadows. I suppose a solution to this problem could be introducing alpha hashing to maintain semi-transparency at distance or grazing angles. I should test that. I wonder if Valve is going to attempt a fix here, and what is be...
PS: MSAA / SMAA should help because alpha tested surfaces have edges that these AA techniques can resolve more detail about and average out the resulting opacity, giving best of both worlds.
This reminds me of warzone 2, I had outdated drivers and for some reason that caused some stuff to dissapear for some frames (most of the time were ladders or some type of plataform) and sometimes I got kills by using this as some sort of "wallhack" xD
There's no real simple fix for this. With higher graphics settings you do more computation for more precision, no way around that if you are using a potato.
@@MareksKing Sounds like a lot of overhead for little gain. Why not train it to dynamically alter settings as it deems them advantageous? Up the detail when still and sniping, lower it when rushing, change aliasing when there are known patterns to see thru, shadows when there are corners with light coming that way, etc. Sure you'd need a 2nd pc and would be fully cheating at that point but sounds interesting. In conclusion: I don't believe you.
I'm a simple person, I see a red arrow, I click on it.
@@3kliksphilip it was not, in fact, worth the wait 💀
@@3kliksphilipyou have a laptop like that?
@@3kliksphilip🤢
@@3kliksphilip boooo
I am glad that it's so easy to see that these laptops are not real. Otherwise I might have thrown up. @@3kliksphilip
DO NOT set your Shadow Quality to low, this will hide those massive shadows from construction lights.
Set it to "Very High" to get an advantage on multiple spots on multiple maps, or Low to get an advantage on this specific railing only.
EDIT: "High" works just as well. (I thought higher setting rendered further but it doesn't seem to in testing)
Exactly.
Or just change Shadow quality by binding it to the key so, when needed, you can quickly change by pressing the key 8)
Is there console command for changing shadow quality?@@to0ony3
@@to0ony3 I haven't been able to find the console commands for video settings, what would the shadow quality command be?
or actually get good at the game and stop using lame tricks like this to get a miniscule advantage.
No way valve actually deals with this, they'll slap some tarps or sheet metal over those sensitive transparent areas and call it a day
Do you have this issue in Dust2? So easiest fix is to remove maps. This many maps is too much anyway, one is enough. Dust2 is Counter-Strike.
@@somnorila9913What are you on about mate? 😂
@@mishavarsanyi5946 The person is joking, mate.
Yup, just like the Inconsistent jumps that the one person used that box on mirage to demonstrate. They just adjusted that box to be a bit lower lol
I would do the same.
Final Fantasy XIII abused this quirk of MSAA to render hair, when the PC port dropped people wondered why MSAA was forced on until they found a way to disable it and everyone’s head turned into pixel soup
that's really cool
It's the same story with hair and TAA now.
Finally a reason to buy a rtx 4090,thanks philip
Remember to get a good CPU
Not really, CS2 is CPU bound. Anything over a 4070 for CS2 is over the top, what's really important is you have a good CPU like a 7800x3D or 13/14900k.
@@enzostuff 2x MSAA >>>>>>>> 60 fps
@@drmenjoyer1 this guy knows
@@drmenjoyer1I5 13th generation is more than enough
Those ‘computers covered in vaseline’ pictures are suitably disturbing ☹️
Think it's DALL-E images
all the more reasons to be disturbed by them
I WAS EATING 😭😭😭
it was bing i'm pretty sure@@Meemzeh
AI generated images are always disturbing, but especially ones that include "vaseline" lol
The reason this happens is because the grates are using Alpha To Coverage, which is basically a way to anti-alias see-through cutoff textures. It allows you to do "half transparency", without actually making an object transparent. Allowing the graphics card to then smooth out the line between "fully visible" and "fully invisible" by abusing MSAA. This eliminates the grainy "shimmering" or aliasing that you often see on foliage or chain-link fences in certain games.
Without anti-aliasing turned on, more of the grate texture will be visible and the gaps will be smaller because the texture doesn't get cut off until it goes FULLY transparent. 2x MSAA cuts off most of the texture or at least makes it half-transparent which makes it easier to see through.
This is not easily fixable unless they alter these specific textures for people with MSAA off.
I'd argue it could be easily fixable with mipmaps
@@vxpdx mipmaps don't fix the issues that Alpha To Coverage aims to solve. You see the same graininess on textures that aren't mipmapped, but the grainy aliased effect remains with mipmaps when combined with alpha testing/clipping.
Like this problem is definitely fixable, but it needs some special extra care in the code for these specific materials when MSAA is off.
@@Rokk_ Can't they fix the texture itself? By altering the transparent/opaque ratio ever so slightly (in near-invisible but not-completely-transparent areas), it could compound into massive changes because of what you described?
@@Rokk_ having mipmaps using appropriate minifying filters on texture creation helps alleviate the loss of precision. Because these issues exacerbate with the mipmaps themselves or their lack of. Remember anisotropy uses mipmaps, take a look at the effect on the chain link fence
You don't need to touch code for handling arbitrary textures. Just have the texture create appropriate mipmaps
Thanks for explaining 👍
It would be funny to replace the platforms on vertigo with breakable glass panes which can be shot to drop people off the map.
Million dollar idea.
Will ruin the map tho cuz then CT will always shoot it to stop terrorists from hiding there during a 1v1
@@nutorioty
he said funny, not good
MSAA gives me a massive competitive disadvantage because when I turn it on the game crashes
Hot take: Competitive players need a reason to use something other than the ugliest possible graphics settings. People who will never climb the ranks still stream the game with eye-searingly bad graphics because it's "the meta." I would be overjoyed if they all used AA because it was technically superior in 1 tiny area on a couple maps.
got their setups going to shit too
I remember when PUBG exploded, a lot of people using grass on low just to see better...
Why buy a good PC if you will play with the same settings as before? Yes... I'm aware of the input latency when you have more FPS, but common...
Meanwhile me playing with low graphics because my computer is old
cs2 on 'meta settings' still looks good though?
I'd love to see one place that isn't out of bounds or looked at from an inaccessible area where this changes anything.
disappointed you didn't use the nightmare inducing "man licking computer screen with his tongue covered in vaseline" -image :(
@@3kliksphilip or get a photo of yourself doing it ;)
@@theweakbeast7833 ...for science, of course
I literally just got a wallbang on that exact same spot cause of this after switching from CMAA to MSAA 2x. Thanks Philip!
Try following (it hasn't yet been fixed)
Map: Nuke
Location: Ramp
Video Settings (recommended Low)
Try using M4A1-s Standing close to wall next-to box on and looking into Radio
Effect: backwall and enemy in radio should disappear
this is the biggest red arrow i have ever seen in a thumbnail, i love it
visibility through wire fence has always been linked to good/advanced filtering
This scenario is annoying because in 99% of competitive games, the lower quality settings have at least some form of advantages, but it is impossible for high settings to give advantages due to hardware restrictions and a higher gate for competitive entry.
I remember how in DayZ you had a huge advantage by setting the foliage to low, because it removed all the 3d grass and made players stick out on the flat ground. Also cranking your gamma all the way up pretty much gave you night vision.
Of course visually it looked horrible. I think that’s really not how games should be played, but exploits will always be used I guess
@@starstencahl8985Same thing happened in PUBG a while back where setting most things to low removed most of the foliage and grass making players easily visible. THis is now fixed.
The other thing you mentioned is something a lot of people do in shooters. I play on a GTA V custom server and players there will open the settings in GTA 5's folder and set the Shadows to 0 making everything 100% lit at all times.
It looks garbage but it gives you an incredible advantage over anyone who doesn't have it as it is much much easier to see people.
@@starstencahl8985 I cannot tell you how many times I have played overwatch and died simply because the bush I was using for cover simply did not exist for my opponent.
I like it when games encourage having a decent computer instead of making everyone play with potato settings and resolutions for insane competitive advantages, like turning off the foliage as some others here mentioned. fuck that noise.
@@starstencahl8985 that’s why playing online games on consoles is the best choice 😁 you can’t change anything except for brightness/contrast(unless you are playing F76)
Glad I will be able to see the opponents clearly while jumping off the map on Vertigo with better AA!
This makes me almost wonder. Competitive advantages from graphics settings are nothing new in games but I’m kind of surprised no games have implemented a “competitive standard” setting.
Standard modes you run your own settings but all competitive matches would use the same settings.
I guess it might make things troublesome for players as you now have Min hardware requirements to run the game but if you want to play competitive you’d need to also meet the min competitive standard requirements as well
i think people's annoyance at not being able to use their own settings would outweigh any benefits
More expensive PCs mean more FPS, cheaper PCs mean less FPS. Completely pay to win guys!
I always turned off AA, because I figured it made polygon edge detail easier to distinguish from texture detail. Good to know there are disadvantages as well.
Psychopath how can you play like that
I always turned it off because potato. :-(
I just turn it off because the only AA that doesn't look like shit is SSAA and that has too much of a performance impact
@@nobodynoone2500 in cs2 you don't need anymore, 2xmsaa gives better or equal performance to 0xmsaa
SGSSAA@@DaisiesTC
I dont even play CS and yet I find this content so complelling.
The issue with the fencing (and grilles) is that they're *technically* not transparent textures, but cutout textures. This allows them to still be rendered like normal opaque textures, and without any of the drawbacks of rendering transparency. I don't think Valve is going to change them to be rendered differently.
0:47 - 0:52 how my laptop be looking after I close my incognito browser.
Or as my grand grandmother used to say: "2x MSAA to win".
There are things they can tweak without making core changes to the engine. I'm not familiar with this version of the source engine but tipically there are texture settings they can adjust (aniso level, trilinear filtering, extending mip map distance), but they'd have to take into account how things look and perform at every AA setting, transparent textures at a distance are always a compromise between performance/quality. And now you also have to take into account visibility.
The alarmism for one bombsite on one map is staggering. This isn't pay to win... This is stupid
Note that the graphics options will sometimes *have FSR enabled by default*, which can make you game look drastically worse. do yourself a favor and disable it
Is there any sort of benefits on low graphics when your looking through a molly? I always seem to get blasted through them when I cant see anything
The fix for alpha tested geometry rendering is called "alpha to coverage". It's what we use to prevent alpha tested foliage like grass/trees from disappearing when the mipmap LOD levels are higher - which is caused by the basic hardware mipmap generation simply averaging alpha values - which just results in the whole texture becoming semi-opaque and failing the alpha test, causing it to disappear entirely. You need to manually calculate alpha values for mipmaps in a way that conserves opacity where it's needed most, rather than relying on the hardware mipmap generation. For static textures it's fine to run them through a manual mipmapping scheme, even on the CPU across available cores.
Philip, could you please make the arrow in the thumbnail bigger, I was unsure what it was pointing to before getting my glasses
yes I regularly fly out of the map in competitive matches so this is a clear disadvantage
?
bro never played vertigo before 😂😂 ...if he has, at a low level obviously
So this is why that monitor lick prompt was for... gross XD
Technically, this isn't MSAA per se, but rather an additional optional, fixed-function-hardware feature called "alpha-to-coverage". At the GPU level, MSAA rasterizes geometry at a greater level than outputted, but keeps the shader execution at a lower rate, simply outputting their results to fragments the triangles touch. The idea is that whenever there's geometry aliasing, those will be smoothed because in those situations the output "lowres" pixel will contain properly blended samples/results from both triangles.
Alpha-to-coverage abuses this mechanism in order to output its alpha as a mask, dictating which "hi-rez pixels" should be filled and which should not. If you inspect it closely on the video, the 2X version shows a noticeable flaw: there are just 2 "hirez" samples per pixel, so the shader can only output either 100% visibility, 50% visibility or zero.
that is the biggest red arrow I've ever seen
It always has been pay to win with skin? 🤔
i like how the title went from "OMG DRAMATIC GROUNDBREAKING THING" to explaining what it actually is
he was being sarcastic
This has been a thing since atleast 1.6.. Had same thing in cpl on inferno. With correct settings you could´t see tho the blinders on the side of the window
Wait, so we should run shadow quality on low? This won't affect the drawing distance of the shadows? I thought we did the highest one to see players' shadows more clearly in a lot of places (I think I saw some good exampeles with the construction lights on Ancient, decon on Nuke etc. Am I missing something or is it just this example on Vertigo that benefits from having them on low?
they're replacing the grill for sure
Turn off FSR 1.0 in settings, you can tell that it is being rendered at a lower internal resolution. would reccomend keeping it off as there is no true benefit to using it (until FSR 2.1 is added).
Damn that less than 1% fps drop is what will make it impossible to play for me wow better rework the whole game
Cs fans are something else. If they knew how it is in other games they would be scared
ohhhh thats why i lose every fight on that corner squinting my eyes like a magnifying glass trying to identify the enemys head
Could you take a look at DSC for monitors? How much latency does it introduse, and how big is the actual image quality loss?
I wonder how this will apply to pros trying to get as many frames as possible (I thought many of them just went 4:3 and max all other settings but apparently not)
In inferno ct side the railing at the corner which is stupidly thin but your bullets can't shoot through
on low shodows you still loos all indoor shadows of players.
Now I can pretend I’ve been using 2x MSAA because it’s better and not because I like jagged edges that aren’t TOO jagged
I think they could change anisotropic texture filtering to make this look better on much lower settings so when they average pixels when mipmapping they look semi transperent.
Nope. The MSAA is doing exactly what you described to cheat in semi transparency. It's using texture filtering to determine if the texture is semi transparent and using that to then ratio between it's opaque and transparent multi pixel samples to fake it. The more MSAA samples you have the better it fakes. So MSAAx2 gives one semi transparency, MSAAx4 gives three, MSAAx8 gives seven.
Not everyone is going to run MSAA obviously so a dev should decide if they eventually want that texture to filter down to fully opaque like in the video above or fully transparent as to never block on every setting.
I’ve been wondering why I couldn’t see anything through that anymore…
I never comment on these videos but those goopy laptops were some of the most disgusting AI pictures I have ever seen. Great work
Theres another bug at ct spawn we discovered today where you can slow you fall by about 5sec or so. Unfortunately we cant check why that happens since we didnt find a way to show clupbrushes in cs2
you gotta be way more specific if you want anyone to look into that
@@adog3129 ye ik but he can reply if hes interrested. Im not gonna explain a 10sec video clip by typing on my phone for an hour lol
CT spawn can be any map my dude, thats what he meant with "be more specific"
@@NakadashiAcheron you must have skipped the word "another". Tiny detail that makes all the difference ;)
And if it wasnt obvious enough, is there another ct spawn in cs2 where you can fall for over 5 seconds? :)
Does particle detail change smokes and mollys?
I've always kind of had the thought that people who play at really low resolutions like 1280x1024 surely have to have lower visibility of certain things in game compared to 1080p or 4k players
Absolutely, but it's much worse in this game than it was in csgo.
looks like a combo of mip-mapping and semi-transparency being turned off with the AA disabled.
Somewhat good news: works on any resolution even with viewport as low as 0.5
Grate video!!
Isn't shadows set to low also reduce the distance where you can see shadows from?
yas. Keep it at least at "High"
I hate that you opted to generate(?) some nasty ass oily PCs lol. Thanks for the video as always!
How about you do a video on the bullet penetration through that grate there, compare it to CSGO and how it is now. You're mind will be blown. Also test in both directions to see how messed up it actually is.
I do want to say that adding the same fade out without anti aliasing would make a performance difference since drawing transparency is quite expensive.
We should probably be ignoring these highly competitive issues at these low settings since if you need to play this low you’re probably not going to be playing that competitively anyways
I was thinking the other day - "How can Philip keep up with all these patches, bugs and glitches?"
Realistically, he cant. He just has to pick the big, and innteresting ones to cover, and note others to later check back on when content is thin.
They just need to build the texture's mipmaps with keep alpha coverage.
the title changed the moment i clicked the video lmao
the tongue vaseline analogy is actually great because it encourages people to never put on the obviously inferior disgusting version and to instead either use no AA at the very least or MSAA
How old does the gear need to be to not support 2x AA?
Tech artist here.
This is a common problem with alpha testing (alpha clip). It allows to have awesome detailed sharp edges (especially with SDF), unlike alpha blend, but mipmaps become either fully opaque of fully transparent at low enough scale.
However just using alpha blend is not an option, because unlike alpha blend, alpha test (clip) is not really a transparency effect. So it's much cheaper to render, doesn't have depth sorting issues and can cast proper shadows. I suppose a solution to this problem could be introducing alpha hashing to maintain semi-transparency at distance or grazing angles. I should test that. I wonder if Valve is going to attempt a fix here, and what is be...
PS: MSAA / SMAA should help because alpha tested surfaces have edges that these AA techniques can resolve more detail about and average out the resulting opacity, giving best of both worlds.
Low shadow settings and MSAA enabled, two things a lot of people would avoid doing in CSGO, let alone CS2.
Ropz gonna switch his AA setting after this.
I don't think there is a way to fix this. People will just use the graphics setting that offer the best visibility, like in any game.
This reminds me of warzone 2, I had outdated drivers and for some reason that caused some stuff to dissapear for some frames (most of the time were ladders or some type of plataform) and sometimes I got kills by using this as some sort of "wallhack" xD
"I like my grills smooth and translucent" is now my tinder bio.
i was curious to what it would look like if u did the supersampling "aa" like you did in csgo
Title: CS2 is PAY TO WIN NOW
Counter Strike Nexon: Studio: First time?
How anti-aliasing affects fps? Should I keep it off or x2 MSAA?
didnt know youtube updates the video titles as i you watch it lol
Is it really an issue to adjust the maps manually for this? Like you showed there's barely any place for this issue to show in proper play
Never thought Gabe Newell would stoop so low with anti aliasing glitch
Wasn't it the same in csgo with the vertigo example?
The inclusion of those AI images is the best! The CMAA images were particularly amusing.
As it should be! All playing with 240x120p minecraft resolution!
It's bugs like these that prevent me from reaching Gold Nova
I don't think they should just make shadows disappear in some parts but rework shadows in general so they're consistent
this was such a nice video i hope the everyone at valve saw it
This video explains the weird bing computer vaseline tweet
do the places in the game and angles actually occur in real games?
There's no real simple fix for this. With higher graphics settings you do more computation for more precision, no way around that if you are using a potato.
0:51 I love these AI images! lmao to that short cable
When graphical settings aimed at making the game look clear make the game look clear 😱😱😱
Do you no longer need to set Shadow Quality to High in order to properly see player shadows from indoor lights?
@@3kliksphilip I created an AI that could tell when I entered/left buildings to change shadow settings
@@MareksKing Sounds like a lot of overhead for little gain. Why not train it to dynamically alter settings as it deems them advantageous? Up the detail when still and sniping, lower it when rushing, change aliasing when there are known patterns to see thru, shadows when there are corners with light coming that way, etc. Sure you'd need a 2nd pc and would be fully cheating at that point but sounds interesting. In conclusion: I don't believe you.
Probably should just change the material to something either fully transparent or fully opaque.
Could be fixed by implementing a smarter mip filter for alpha textures.
this video is 4 days old why am i just getting the notification now?
I'd say that but on vertigo needs to just be made opaque.
This is such a hard problem to fix where if i was in valve's shoes i'd probably just force min 2x msaa and call it a day :)
Note to self: Turn on MSAA when playing on Vertigo (never).
Gotta check those texture mipmapping flags.
the stuff that matters™
shadows needs to be on high for player shadows on top of the shadow cast you showed
00:50 as a 30+ year old divorced man I recently found out I always had trouble seeing through grills.
My integrated graphics can definitely handle this!