CS:GO's Far Lands... and beyond
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- Опубліковано 5 чер 2024
- I head away from the source of CS:GO maps and discover all kinds of jank
Discuss it over on the Global Offensive subreddit here / csgos_far_lands_and_be...
0:00 - Size limits
0:58 - Jank in Minecraft
2:37 - Jank in Source - Ігри
so.. All those three weeks, you were just pressing "W" to reach the far lands? That's some commitment.
I am going to guess that he made
*2kliksphilip* do that work. (poor
2kliksphilip)
all that W he pressed, this video got the W it deserves
he mentions that he teleported with cheats
@@sir_spams_alot4373 he mentions that teleporting gets him within the map area bruh so he used noclip
@@PiMoNFeeD sv_noclipspeed
Update change log:
Fixed the crashing at 33 million units outside the playable zone.
Known bugs:
Crash at 33,000,001 units outside playable zone.
Ah yes, a normal update patch
@@_mailer i mean, nothing is stopping valve from changing out the entire game with minecraft (login required) in one update.
that would definitely fix this bug
@@JackPorter nope it wouldnt, as philip said: in minecraft you will find these stripy biomes at some point. and you cant buildd or move there, even far before that you cant move anymore correctly and use a boat.
@@_mailer i mean, they could probably find a way to fix rendering with fancy enough trickery, but that wouldn't change the fact moving would go from somewhat jittery to feeling like you're hitting walls to impossible.
@@_mailer If you want it that bad you can just avoid using floating point variables for coordinates, and instead use rational data structures with fixed number of decimals. The downside would be that with the same amount of bytes per number the world border would be a lot smaller, but at least you would feel absolutely no jank. It's just not worth it, floating points are good enough
3kliksphilip: "There were whispers of far lands."
Subtitles: "There were whispers of FART lands."
I was drinking water
fartmaster lives on apparently
Saw the same cuz cc were on, I laughed my ass off... 😂
The farting bandit breaking out
fard
"And I decided to do it in CSGO. "How?", - you may ask. Like. This." (Legendary music starts playing)
that poor CT, philip is tearing his body apart with travel into the beyond and he talks cheerily about it
You're laughing?! A man is being broken down to the basic elements of his body out in the void beyond the known world and you're laughing?!
realising kurt has been doing far lands or bust for 10 years made me feel very old very quickly.
I still remember finding him through his ksp videos
somebody already beat him in 9 months, hes taking his time
@@monke2361 i mean, the guy who beat him in 9 months probably only felt a little excitement after he pressed w for 9 whole months, while kurt is making the most of the trip, so when he does finally reach it, he can reflect back on what he did, maybe even enable cheats, teleport back to spawn, and just see how far he has come
@@monke2361 It's a charity thing now, reaching the Far Lands isn't really the point anymore.
That Interstellar reference at 5:50 had me rewind like 5 times. Good job on that one :D
love it when people saw these kind of stuff lol
Dame!
@@kvassmacncheese Dame da ne
Was just about to comment about this lol
You can just pause and press the < and > keys to frame-by-frame.
Imagine you went further than 33,000,000 units and suddenly appeared in an open world. You have discovered the real map.
Antarctic Ice Wall moment
He didn't crash, he just went so far his player left the pc and entered the real world.
I once tried doing that in real life, to prove flatearthers that Earth is infinite, like in Minecraft. I walked and I walked, until suddenly everything went dark, and colorful shapes appeared before my eyes. Then, after a flash of bright light, an old man wearing a pure white robe told me, that I walked straight into the Pacific ocean and drowned.
you should've crafted a boat
@@duccc
Punching trees irl doesn't give you wood, stupid! I got into the hospital on several occasions trying to test that with different types of trees and some guy's wooden outhouse.
@@SmileytheSmile trade for an axe stupid
Way funnier than it has any right to be
Does he know if the earth is flat or not?
The model breaking is because the vertexes of the model are losing their precision and losing cohesion. You can see similar things in InfernoPlus’ Halo Desert Bus map, where the models at spawn are so far from the standard bounds of the engine that they appear to be spazzing out at all times.
Or in any PlayStation 1 game since they use integers for positions rather than floating points :)
That was clear. The real question is why? Any article links explaining this? Why engines render everything as if is anchored to a "center world" point?
@@Yas-gs8cm Well, you need coordinates. And they start at zero. Why should they start anywhere else?
@@Benethor Man I feel like an absolute retard now. I wish you just didn't answer me xD
Lol I was expecting something like a gimbal lock or something. It's just a coordinate points overflow then.
@@Yas-gs8cm no its not about overflow (yet). It was mentioned numerous times in the video: "floating point precision" is the issue. Floating point are not fully precise. They make errors on simple calculations. Tiny tiny errors that do not matter. Untill your numbers get sooo big, that they do.
I love how he goes out of the intended playable zone, travels a distance like 9000 times the width of the map and still says, "Valve, please fix!"
That's the joke
@@mar2ck_ no shit homie ?
@bodd boward no shit homie ?
negative feces comrade?
Those flashes aren't stretched polygons, they're the millions of eternally damned flashbangs Silver 1's launched off dust 2 now forever lost in the void.
I swear the CTs body isn’t breaking into millions of bytes because Phillip has a pro gaming chair
shut up
Its hard to imagine you typed that out in hope to be funny
Damn m8 ur everywhere
haha i laugh hard i got seizure omg !!!!!!!!!!!!!!!
Fenny
1:03
damn philip i didn't know you read Junji Ito as well, what a legend
Next you're telling me he knows what 177013 means?
@@mfaizsyahmi I'm 100% sure
It’s must of been his hole,made just for him
@@512TheWolf512 i don't
@@dragon_warrior_ it's a test of just how feeble your mind truly is. The manga I mean, not the knowledge of it
This reminds me of getting underneath the map in the MW2 Spec Ops mission Hidden
weed man
wassup cody!
zaza man
Another interesting thing about the source engine is that it's CurTime, ie time since map startup is represented also in floats. After around only 8 hours, and especially after about 36 without map change/restart, things like prop_dynamic movement, playermodels/viewmodels or animations themselves (all tied to curtime) lose precision and become janky and jankier over time.
Eventually the world should stop as the floating point precision gets worse than twice the time increment
What sort of insane madman would use floats to represent time instead of integers?
@@augustday9483 In any regular match, the precision is better with floats than ints (if I understand em correctly)
@@slovakthrowback3738
I suppose that makes sense. I'm used to scenarios where unix time is sufficient precision (64 bit integer counting up the seconds since 1970). I guess in an action setting where you need to do sub-second physics calculations, floats are needed.
But non-Source games don't have this problem (to my knowledge), so what are they using, I wonder?
@@augustday9483 I really doubt your claim thst non source games don't have this problem. It's probably just that they give more memory (not sure if that'd the fight word, simply more more bytes) for the time to work with, so the cut off point for the janky mess gets pushed further by an order of magnitude
Also, Ive never seen such testing done on other games thst I can think of, since most games in general are just much more closed down, of thst makes sense
That junji Ito reference was great, you should consider doing a video on his books
This YT comment was made for me!
drrrrrr drrrrrrrrrrrr
It really was
@@georgejpg rofl
was just about to say this haha
Excursion funnels in Portal 2 hammer don't really try to cap the speed value you can set in Hammer, so it's easy to accidentally end up making a funnel that will instantly send you to garbled polygon land, or just outright crash the game. I've also had an experience with cube templates in that game that outright blue screened my laptop, but I wasn't able to replicate it.
This is a pretty neat way to visualise floating point error. As far as I know, it's the number of significant figures and not the actual size of the number that causes these problems. There is only so much precision that can be fit in the mantissa, but the exponent part doesn't matter much. 0.00001234 is probably as difficult to represent faithfully as 123400000000.
haha, exactly!
1:38 this so called "stripe lands" is the border for the BEDROCK edition of Minecraft (you can technically get a couple of blocks farther by using some sort of boat mechanics, but this is complicated and isn't necessary), but in the original JAVA edition there is a border for the map, sitting at 30 million blocks in each direction (counting from 0x0) effectively making the map 60million x 60million blocks and by a quick google search we can find out that a block is equal to one meter making the map size 3,600,000,000,000,000 squared (you can technically get a few blocks farther here as well by generating a custom super flat world with minecart rails on the top layer and then driving a minecart to the edge, but nothing behind the border is actually interactable), although this isn't perfect and would mean that a single sword is close to a meter, this is as close as we can get.
You played the wrong Minecraft, the far lands are only in old versions of the Java Edition but you are playing Bedrock Edition.
It also shows how bad the bedrock edition is
@@Klar How is it better?
@@Klar MC Java edition FTW!
@@Klar No.
@@kidkid Performance-wise. Everybody that cant run Java can run bedrock at 100+ fps due to the engine not running on a language that was not planned to be optimized
I love my person shaped hole, nice reference philip 3
There's a Roblox game called "The Floating Point Zone" that demonstrates what it looks like in Roblox's engine. Basically the same effect, you're not missing out on much, but I really like the name "The Floating Point Zone" so that's what I call it. Makes it sound more intense.
The few times I've actually gone really far in roblox I experienced it kinda. The way I got there was by a glitch that would throw me really far or some kind of a hacker. I know that the body becomes all messy and glitched. Apart from that in my case the game becomes really laggy, and yes I don't have a holy gaming pc (GTX 1650 Super and an i5 3770) but it's capable of running almost any game I throw at it
Charborg's "The Roblox Zone" video demonstrates it at the end.
5:50 COME ON TARS!!!
With a title like that? Oh boy. Time to break some memory limitations!
Also Junji Ito reference, woo!
I love floating point errors on models, it has such a neat aesthetic to it which reminds me of old PS1 games.
I like how despite the CT model being torn to atoms, the knife still remains as the one absolute. Knife > life
its amazing how you can see the rendering pipeline essentially being stripped down
about MC - The farlands were removed a *LONG* time ago, i believe when the game was still in beta.
currently the world cuts off at the world border where everything is normal, but with mods you can get farther to the "stripe lands" you mentioned
I thought if anybody could explain floating point precision in a way that most people understand it. I am kind of disappointed that you didn't even try, but I guess it kept your video more focused.
Anyways, I am now going to attempt to explain floating point numbers, both simply and in detail because this is exactly what I should be doing in the middle of night.
The detailed version would be this:
Floating point numbers (single precision, there are other standards too) consist of 32bits, one to signal wether the number is positive or not (sign), eight to express the exponent (know as the exponent, suprisingly) and the 23 that are left express the coefficient (mantissa). The sign is 1 if the number is negative, 0 if it is positive. That is all it does. What the exponent does in practice is move around the decimal point in binary. The point sort of floats around, hence floating point. the coefficient just tells you the digits of the number.
Now for people who have a life outside of technology:
floating point numbers store both an exponent and a coefficient, similiar to the sientific notation (eg. 2e3 = 2*10^3 = 2*1000 = 2000), and their size in memory is fixed, which means that the amount of digits in both the coefficient and the exponent stay the same in binary. This means that as the exponent gets larger (the number gets bigger) more and more of the limited amount of digits end up *before* the decimal point, leaving less after and thus having less acuracity in the larger numbers.
as a quick analog, if we mark down numbers at the length of four digits, the numbers 280.4 and 1.035 both have four digits (a fixed amount!) but the larger one is only accurate to tenths while the smaller one is to thousanths.
oh yeah also, the reason why only a single dimension matters is because of coordinates. when we are in big numbers on axis the rest are still small and they are stored as seperate floating point numbers, so they will retain their accuracity. if you want it to matter in multiple directions, try going to high numebers on all axis at once.
I hope someone finds this information intresting or useful, I saw suprising amounts of effort in writing this.
wow thanks. i always hear about floats being imprecise but it never seems to be explained exactly why that is. you're a legend
The far lands bug always interested me in Minecraft's early days, but seeing you show us a unique video or reaching the same problem in CS;GO is just fantastic.
I'd love to see a dust2 rebuild or something, where all the map and spawn points have been moved 16m units out.
Oh my god, the floating point joke was perfect
What it we kissed at 16 millions hammer units away
You only found the stripelands because you did it on the Bedrock edition of the game. Not like you would have found it in the java edition, only in beta 1.7.3 or earlier
debiru
Probably because he isn't so "Experienced" in Minecraft and just heard "If youre far away you see strange stuff". Not bad tho
@@Liokindy no, it's because of RTX
@@512TheWolf512 Yes.
@@512TheWolf512 Philip loves those drugs- i mean, lighting.
1:03 The Enigma of Amigara Fault? :)
Yep, it was kind of obvious
your knowledge on these sorts of game breaks never ceases to amaze/terrify me.
I remember in cod4 I used to go in old-school mode and glitch out of the map until I fell into the void below it. After a few minutes of falling the guys gun starts vibrating and it gets worse and worse over time until the players gun model is all over the place and then the game crashes.
You get to see these kinds of glitches when the distances get massive. It’s because the game is losing precision when you get further from the center of a map.
A common way most games counter it is to move everything around the player, which seems complicated but it ends up with the same result.
1:04 Very cool "The Enigma of Amigara Fault" reference
I remember encountering this in CoD4 when you glitch out of bounds, and fall off the playable map. Eventually you fall so far you can only see a white dot above you where everyone else is playing, and your weapons begin to become janky over time like this
I felt incredibly uneasy when backwards-Atomic Amnesia started playing. Like i wasn't meant to be hearing it
This is exactly what happened at the end of interstellar
"Valve, pls fix, i want to navegate through the deep black junky void endlessly"
Lol. "Valve pls fix"
Inb4 Valve solves floating point inaccuracy, forever changing computing for the world
after the fix, valve finally announce hl3.
Thank you so much for the seizure warning. You have no idea how much I appreciate it.
Keep up the good stuff (content)
The far lands were a java version only "feature" it was removed a long time ago, now its just a blue barrier, unlike bedrock which glitches out
Loved the small nod to Junji Ito on 1:00
This is incredible, I wasn't even aware of this existing. You're the like a myth-busting gaming-theorist scientist, so really thanks for all the your ideas and work! Your videos never cease to amaze me.
Me: Enjoying a 3kliksphilip video.
UA-cam Subtitles: "FART LANDS"
0:55
its not auto subtitles tho
@@thegooodguy Excacly!
player: reach 16,000,000 units far from playable map
AWP scope reflection: ah yes, A site
(this is why Valve should make real time reflection)
Won't work on maps that have water on them since Source supports only one real time reflection at a time
I love this video so much!
The part of the video where you went about in Minecraft for the new caves as footage and going to the world borders were really nice too!
Nice Interstellar reference at 5:51 Phillip, best movie ever made.
0:56 nice Captions 3kliksphilip, if that even is your real name
I've done this in gmod few years ago and i made my noclip speed ridiculously fast and my gravity gun was like a worm after some time going into the void
Interesting video my dude! It's quite cool to watch you experiment so much stuff in CS:GO!
I appreciate the The Enigma of Amigara Fault reference
Where's "How long can a CSGO match last" updated video? Now that we have techincal timeouts as well as map selection in premier mode
I remember experiencing this effect on a prototype i made a few years ago, couldn't understand why, then i learned this is a recurring issue with large scale games. Usually to combat this behavior once the player moves too far away from the origin say 1024 meters, everything is shifted back to the origin but we never notice it.
I saw it!!! That Interstellar moment was the cleverest idea! Made me happy!
same :D
This video is super cool!!!! Love the content as always!!!
Normie : /TelePort
Philip : /ToiletPaper
I would LOVE to see a multiplayer match played in a level built in the ~22m range!
"Mountains full of person-shaped holes"
Dude are you kidding me, giving me these nightmares again?
5:30 Epilepsy warning
*turns down volume*
small brain moment
This map... It was made just for me! It's in my shape!
1:18 this is because you're on Bedrock Edition. Java doesn't have this bug whatsoever, the game runs fine up to 30 mil before the world border hits (there are slight issues with audio and projectile hitreg, but nothing major like Bedrock). This is because Java uses 64-bit floats instead of the 32-bit ones that Bedrock uses. Java can actually go even further, up to 33 mil, where the lighting engine stops working. And yet Bedrock is unplayable at 1 million. I'm not entirely sure why they decided not to use 64-bit floats, considering that it works GREAT on Java. Hell, they put a world border on the version that functions fine at a distance while uncapping the version that breaks at a fraction of that. Mojang, plea--
Yeah, but older versions of minecraft java used 32 bit floats(but physics used 64 bit floats) for example if you travel far enough in infdev 27 th February and the chunks will start jump and hitbox outline will deform visually, then after 2 millions the world will start to flicker.
Java may not have that bug but it is an unoptimized spaghetti code mess otherwise lmao
@@crylune I would much rather have the unoptimized spaghetti (which isn't that much of a problem if you put on mods like Sodium and Starlight) rather than nondeterministic redstone and other garbage.
it's also because the farlands as they're often depicted just don't exist in modern minecraft, like, at all. those were back in much older java versions, so neither modern java or bedrock would have that specific world generation glitch.
(after typing this i have now realized you're talking about the distance, not the type of glitch, but i feel this comment might still be useful to someone out there so i'm leaving it here with this clarification)
1:04 Now that's a neat Junji Ito reference
There is something strangely poetic about the guns tearing up the farther you travel into the void
If you ever want to add on to the map size video compare the playable space by area in CS, you should contact Uncle Dane. He found a way to do it with nav meshes and other trickery for tf2, and it really strikes me as the type of video you would make
1:06 I know of a disturbing manga that features person-shaped holes in a mountain.
This was definitely a reference to Ito Junji's most famous short story "The Enigma of Amigara Fault". I always see people link that one on Reddit when a post is about Trypophobia or something like that.
You could have chosen to never comment this. I could have never remembered ever seeing that. Why
@@luizzeroxis I learned about it this year and want others to share the nightmares.
This is a classic philip video I swear.
love your content
I remember something similar that happened to me in CoD 2. In one of the missions I was able to jump on a box>tree>wall and beyond the clipping wall and explore the level outside the boundaries. Later on I eventually fell through the floor. As I kept falling I started to notice more jank. The view model started to shake and later the different parts of the gun started to separate. In the end it was flying all over the screen. Good times, I was really proud of finding that one.
On what mission you did that?
@@AlguienMas I belive it was the silo.
Should be on the main road close to the start of the level. Pile of boxes next to a tree and wall. I think you might need to make a nade jump from the tree to the wall.
ah yes i knew that's why they called them floating point numbers
Another great video AntVenom 👍
what
@@lechendary idk who antvenom is either lol I think there was a guy called "Damn Names" who got into one of his videos or something
I love how the Z-buffer broke down first, so the guns were very distorted but had practically the same silhouette.
Ah god the arigama fault reference got me, I almost forgot about it man
Aww remember watching Kurt j Mac.
he was so close of find half life 3!
sadly, VAC got him
inpossible
I LOVE MANS
Wow! I really liked it!! It was super! A context no one ever payed enough attention to
I was imagining our own universe along the way
this video was so outside the norm. absolutely top tier. my man.
You are the second person I've ever heard to use the term "Z-fighting"
everyone I know, even people who do 3d modeling just call it clipping
I think clipping describes 2 intersecting objects rather than two vertices at what the computer thinks is the same place.
@@kuyans3889 even 2 vertices or surfaces are at the same place, I still hear people say clipping or intersecting
As a 3D modeler... “Clipping” is an umbrella term for any case where two objects slightly go through or into each other, such as a ragdoll’s arm going through a wall, or a box falling through another box. “Z-fighting” is the effect where two faces attempt to occupy the same space and “fight” over which one should be visible.
I think the best way to describe it is that Z-fighting is caused by clipping, so referring to an instance of z-fighting as “clipping” is technically true, but Z-fighting is the specific term.
@@kebasnaek4129 again, I have never heard anyone use that term, I've been doing belnder for about 2 years how but no one uses that, they all just say clipping
@@amirmirzaei3940 Z-Fighting is an programmer term whereas clipping is a designer term
Source: In valve's hl1 sdk you can find comments referring to z-fighting
I like the fact that you used atomic amnesia MMXX in an actual video. Will it become part of your regular background music collection, or was this a one-time thing? I'd like to hear more of it!
Awesome video Philip this was a really cool idea for a video
Finally an upload!! Thanks 3
Notifications gang
Kind of creepy how he's just going out into nothingness, Hume levels must be low out there...
Hume levels don't actually exist, it's an SCP of its own. Scranton reality anchors don't actually do anything. They're a massive cognitohazard: basically, everyone who hears about them believes that they work except for their actual creators, and they do actually miraculously work for them, while in reality it's nothing more than a bunch of microwaves tied together, the whole SCP is infected with this cognitohazard. But that's not talking that the SCP foundation is also an SCP.
@@TheManinBlack9054 anything is canon so eh.
@@TheManinBlack9054 I appreciate you writing an essay though lmao.
Holy shit THANK YOU for making the flashing part so small instead of fullscreen. As someone who has epilepsy, it feels like nobody else really cares to put in any effort for things like that. Most you'll get is a warning and sometimes you don't even get one. It's a small thing (most of the time at least,) and I know I shouldn't expect everyone else to do things differently because of people like me, but just know that I appreciate the effort. It sucks trying to watch a video sometimes and being bombarded with a strobe light out of nowhere that takes up the entire screen.
This is a super cool video, I love it! Keep it up Philip :D
"No one would want to explore it"
Speak for yourself zoomer
I wasn't expecting the "Valve, please fix!" quote!
The Valve pls fix on the end absolutely killed me. OMEGALUL
I was thinking about this these days
Thx for making this
nice! so happy you did this
Awesome exploration!
really appreciate the junji ito reference at the start lol
Bro took breaking out of the map way too far and ended up discovering the quantum realm
I did not expect a junji ito reference from you Philip. I must say you surprise me yet again.
Honestly thank you so much for bringing attention to Kurts far lands series.
holy shit bro its been 1 hour and philip has already made the subtitles
props on the guy
this looks so cool, like imagine you'rre driving and your hands start glitching out, then your steering wheel.