"Only a VPN should let you do that" You win this round, 3kliksphilip, for the funniest callback to the sponsor of the video
@ordinaryoreo82974 жыл бұрын
@@0rangevlad ok
@ALPHABYTE19944 жыл бұрын
Fuck high fps - pointless
@dellreed95894 жыл бұрын
@@0rangevlad ok
@funguy91774 жыл бұрын
@@0rangevlad k
@IC-234 жыл бұрын
@@0rangevlad ok
@PukeGG4 жыл бұрын
what's all this stuff about csgo i only come for the nord vpn ads
@Yaisam4 жыл бұрын
Only a vpn should let you do that Oh wait
@ALPHABYTE19944 жыл бұрын
Fuck high fps - pointless
@minedoimperija4 жыл бұрын
Same
@kellymountain3 жыл бұрын
@Ernesto Finnegan shut up
@xaros14664 жыл бұрын
I would love to see destruction when C4 explodes
@not2hot994 жыл бұрын
Framerate left the game
@kianvandenakker1264 жыл бұрын
That would be pretty cool and it wouldn't affect gameplay.
@ttv1doktorn4 жыл бұрын
Kian van den Akker it would tho
@charlieking76004 жыл бұрын
@@not2hot99 it's not in Team Fortress 2 after explosion.
@chen9394 жыл бұрын
counter-strike source?
@patrlim Жыл бұрын
10:54 THIS AGED LIKE WINE
@kristik4324 жыл бұрын
There should be spectator grade graphics settings for Tournaments and viewers. Framerate is not a problem for a Twitch stream. That'd be neat.
@mhx64374 жыл бұрын
Such a great and special answer! You sir, have a open mind that thinks outside the box. Thank you.
@NolePTR4 жыл бұрын
Good idea until you realize the bitrate of Twitch is absolute dogshit and won't show the quality improvements.
@Helperbot-200011 ай бұрын
@@NolePTR A MAN CAN DREAM!!
@dannass5 Жыл бұрын
10:43 this man predicted cs2 smokes 3 years ago!
@Teal_.4 жыл бұрын
3:49 that caught me off guard, nice
@nobody-tj1mv4 жыл бұрын
I laughed.
@notus114 жыл бұрын
I even checked if there was something wrong with my headset
@nomadshiba4 жыл бұрын
i just woke up sleepy watching the video, i was almost having a heart attack
@sgtmaggi Жыл бұрын
"I don't expect real time smoke physics" Well, we're getting close
@kasperkata4 жыл бұрын
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.
@bimmer86024 жыл бұрын
The music he has in there gives me nostalgic vibes. He's used the same music for years now.
@MsZsc4 жыл бұрын
5 years isnt even old philip (which is younger philip actually)
@muenstier93354 жыл бұрын
@@AaronCleetus-cj4gw Quite the opposite actually. The player numbers have been higher recently than they've ever been
@muenstier93354 жыл бұрын
@@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
@Hyperllam44 жыл бұрын
@@AaronCleetus-cj4gw CS:GO is as repetitive as football and basketball.
@Nickaholic Жыл бұрын
11:04 man oh man were you off on this one
@TheMrGameszocker4 жыл бұрын
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.
@tehwolf13374 жыл бұрын
Source 2 already supports PBR afik
@TheMrGameszocker4 жыл бұрын
@@tehwolf1337 yeah but this is what I would want to see from csgo right now.
@tehwolf13374 жыл бұрын
@@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
@TheMrGameszocker4 жыл бұрын
@@tehwolf1337 funny thing is I said that exact line 4 years ago.
@tehwolf13374 жыл бұрын
@@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
@ozirion85314 жыл бұрын
9:37 Not gonna lie that transition was smooth af.
@dimidiumvitae- Жыл бұрын
CS2 will have: Raytracing ❎ Destruction ❎ Vulkan ✅ New AA Options ✅ Upscaling ✅ Higher shadow quality ✅ Better Reflections ✅ Better Smoke Grenades ✅✅✅
@bonguy Жыл бұрын
Not just Better Smokes, but actual smoke physics, like he said he wouldn't expect :D
@DoorknobPlus Жыл бұрын
no raytracing
@hxgonic Жыл бұрын
in the map editor technically lmaooo@@DoorknobPlus
@cookwithbodya4 жыл бұрын
The background music makes me consider the purpose of my existence.
@TheMikirog4 жыл бұрын
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.
@kawargi75624 жыл бұрын
Yea, we need that russian techno song with the dancing kid in the background..Traboloski thing song :) cya on dust 2 my friend
@Jona694 жыл бұрын
There is none. Just try to have a good time in your short pointless existence like the rest of us.
@elvis_mello4 жыл бұрын
@@Jona69 there is quite a bit of Albert Camus feel in this
@iosefka77744 жыл бұрын
@@elvis_mello Camus wouldn't really agree with that. Sartre would be a more accurate comparison.
@kolelokaram85414 жыл бұрын
He finally accepted a sponsor. Glad he did. He deserves the money.
@PotentialGrim4 жыл бұрын
He accepted this sponsor some time ago.
@floppppp4 жыл бұрын
@@PotentialGrim A while ago actually
@ECcR04 жыл бұрын
And he accepted another sponsorships too
@A-G-F-4 жыл бұрын
His Dell sponsored videos are some of my favorites on the platform
@whitephosphorus154 жыл бұрын
Weird how the sponsor he does accept is one of the shadiest, yet most prolific sponsors on KZfaq.
@maxterman46694 жыл бұрын
This editing style is freaking vintage 3kliksphilip. Thank you for leaving in your outtakes, and for being yourself!
@ByronMasterson4 жыл бұрын
I'd really appreciate if valve would let us see our own shadow in first person.
@AlecC0l4 жыл бұрын
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
@diamondmcpro4 жыл бұрын
@@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
@sidhantjasrotia2203 жыл бұрын
Was going to comment same, its just dumb
@_CARKENT3 жыл бұрын
Bro how about being able to see our own feet lol
@nuulcoolpro3 жыл бұрын
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
@ZooL_Smith4 жыл бұрын
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.
@JoelDzs4 жыл бұрын
@Phobos 🤣🤣
@chernobylite84684 жыл бұрын
Great seeing you here!
@TheSast4 жыл бұрын
@Phobos exactly, plz volve
@tifertv79064 жыл бұрын
volvo plz fix
@MiekuahProductions4 жыл бұрын
Lens flares should be blocked by obstructive sprites. I really agree with that. It should be an easy rework for them.
@amrosk Жыл бұрын
This video aged like fine wine
@sugipulaboule4 жыл бұрын
That ""bang" in RDR2 took me off guard and made me spill my beer. Instant like. I now smell like beer.
@tcvm4 жыл бұрын
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?
@Timotheus194 жыл бұрын
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.
@isrv4 жыл бұрын
I’ll return to this comment later lol
@woobilicious.4 жыл бұрын
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.
@Guardsman_Greg3 жыл бұрын
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
@BracketGuySerious4 жыл бұрын
5:24 The best thing I have heard today
@aycj26804 жыл бұрын
3:26 *Change da world, my final message goodbye*
@the-suspect4 жыл бұрын
Yes, I would love to have all of these settings asap! **plays in 1024x768, bb, lowest settings**
@PulledPurk4 жыл бұрын
Whenever you show a screenshot I try to guess which spot you're gonna zoom in on
@magyararon69184 жыл бұрын
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.
@attila.p76124 жыл бұрын
Jah
@abel52144 жыл бұрын
Magyarul?
@lordyhgm92664 жыл бұрын
When Phillip went: flbablplhlphl I felt that 😔
@shar3nda6394 жыл бұрын
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
@s4n714g0004 жыл бұрын
Valve has never made good animations. Gun sounds are awful but I understand the argument given for them.
@meeloks.10134 жыл бұрын
Look at new knifes animations (ex. nomad knife). Draw animation looks terrible.
@KaptajnKaffe4 жыл бұрын
I know how firearms work, and I hate that animators have not researched how they work...
@jackw83384 жыл бұрын
KaptajnKaffe yeah, like how every time you equip a gun in Cs you would be ejecting a perfectly good bullet.
@Galkan4 жыл бұрын
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.
@BeatCrazey3 жыл бұрын
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!
@gumballegal Жыл бұрын
looks like valve choose the smoke physics
@DinoCarrot Жыл бұрын
10:48 they added that now in cs2 :D
@MidnightBloomDev4 жыл бұрын
0:47 Skip the Kripp
@not2hot994 жыл бұрын
@@n3er0o what
@vivious_4 жыл бұрын
thx
@flamingfossa4 жыл бұрын
@@n3er0o Thanks for telling me this exists
@EmpressSock4 жыл бұрын
"[...] 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
@DieseltheWhiteTailedBuck4 жыл бұрын
0:47 to skip the ad
@rohatb4 жыл бұрын
ty
@switch23814 жыл бұрын
Thank you for this comment
@user-ng2ry9cq9w4 жыл бұрын
I didn't skip it, why should you?
@nielsminecraft4 жыл бұрын
@@user-ng2ry9cq9w fuck ads?
@onemorescout4 жыл бұрын
Nightbot You act like skipping a sponsorship will lose Philip money like skipping a KZfaq ad would, which isn’t the case
@JARECKOWIAK4 жыл бұрын
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.
@JARECKOWIAK4 жыл бұрын
This is a great reference of what kind of style I would like to see: imgur.com/a/pWiXiwB
@BigSavageG4 жыл бұрын
Beautiful interpretation of old nuke
@KarimInordinate4 жыл бұрын
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
@KarimInordinate4 жыл бұрын
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.
@stevethepocket4 жыл бұрын
Maybe, but I definitely don't prefer the 2004 approach of "make everything look grittier by slapping a noise filter over everything" either.
@dissolve5138 Жыл бұрын
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
@JAK85. Жыл бұрын
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.
@Paleski4 жыл бұрын
5:29 Stupid Philip, you spelt "edges" as "edes". Valve, please fix.
@Triumph2633 жыл бұрын
2kliksphilip Would never have made this mistake.
@IbervilleMusic4 жыл бұрын
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.
@MsZsc4 жыл бұрын
Dont use “according to” with his name, i love his videos but even he doesnt like people saying that
@KingOfBlades274 жыл бұрын
I believe when I see it with my own eyes. Before that I dont care who has sources about this 😂
@ENKTDeeColon_and_randomnumbers4 жыл бұрын
SPECULATION
@jjakkal_4 жыл бұрын
Iberville Music i think Tyler is assuming is better
@alekmabry80624 жыл бұрын
@@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.
@SethizFTW4 жыл бұрын
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.
@WaqasAhmadVlogs4 жыл бұрын
09:57 I wasn't expecting that :D
@kodaloid4 жыл бұрын
3:10 you just reminded me of csgo's old inferno :( rip
@SuperCookieGaming_4 жыл бұрын
finally getting source 2 would be a good start.
@aster1sk2944 жыл бұрын
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.
@hedgehog31804 жыл бұрын
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.
@moioyoyo8484 жыл бұрын
9:56 bang
@AmethystTheFoxx4 жыл бұрын
Caught me off guard and made me laugh
@CashMayo4 жыл бұрын
one of those clips I can watch over and over. absolutely perfect.
@CatsT.M Жыл бұрын
Yeah, this game will Never be ported to Source 2...
@CatsT.M Жыл бұрын
...never mind, everyone is making this joke, I am sorry for just being the crowd.
@CatsT.M Жыл бұрын
But what I just noticed no one is mentioning is the custom shoes that will probably be there (but not treads).
@maxemore4 жыл бұрын
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.
@randomcatdude3 жыл бұрын
I'm pretty sure that neither games have that for the Cascade Lights.
@DeafBlindMan4 жыл бұрын
You can do enemy reflections in your scope without raytracing. Used to play a game hat did that, don't remember which one.
@rofllmaozedong4 жыл бұрын
3:09 real sad they haven't implemented this more in cs:go
@huhjustafox Жыл бұрын
Hey Philip, thanks for willing just about every one of these things into existence with CS2!
@tortillatime4014 жыл бұрын
"Destruction" + "Bore a whole through a wall" Sounds like a good map idea *thanks for the inspiration
@supernothing93054 жыл бұрын
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.
@jhonseagull51274 жыл бұрын
"bang" was very satisfying, thank you.
@quityyyy4 жыл бұрын
5:30 "More AA Options" There might be a slight difference between what I associate AA with and what you associate it with... 😅
@aok91534 жыл бұрын
Haha same
@Scooty_4 жыл бұрын
AnTi- aIrCrafT
@shurbrrt4 жыл бұрын
Look at how realistic these shadows are, and how they mimic reality and look good at the same ti- Bang.
@JR-mk6ow4 жыл бұрын
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
@shadow194 жыл бұрын
finally you're actually taking advantage of sponsors lmao, love the content, keep it up!
@TheErlend874 жыл бұрын
Lets hope it will help
@dkxtro25624 жыл бұрын
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
@tylermustardloooser3864 жыл бұрын
the engine may be old, but at least the devs work on the game
@MajatekYT4 жыл бұрын
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.
@mineturte4 жыл бұрын
why is the humor in this video surprisingly well done?
@A-G-F-4 жыл бұрын
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
@deathab0ve4 жыл бұрын
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.
@iosefka77744 жыл бұрын
This would give you such a massive advantage. They would need to have seperate servers for people with the mode turned on.
@deathab0ve4 жыл бұрын
@@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. kzfaq.info/get/bejne/jcuii8hzr6fNmZ8.html
@iosefka77744 жыл бұрын
@@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.
@FNESSE4 жыл бұрын
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?
@iosefka77744 жыл бұрын
@@homunkoloss6782 If you want this then you should play a game that isn't CS.
@stavborochov16734 жыл бұрын
Man vulkan just does wonders. Emulators for newer consoles wouldn't have been anywhere without vulkan.
@Nic0reda4 жыл бұрын
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.
@Shadowreaper84354 жыл бұрын
"21 seconds ago" nice
@fernandoschmid24584 жыл бұрын
21 likes nice
@Deductive4 жыл бұрын
0 likes even better
@VidraruSRL4 жыл бұрын
bruh, my pc runs cs go in 80 frames with every setting on the lowest option and all the lunch options set
@BazinGarrey4 жыл бұрын
hehe lunch
@RaimaNd4 жыл бұрын
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.
@Klaark4 жыл бұрын
@@RaimaNd what is -novid?
@RaimaNd4 жыл бұрын
@@Klaark Disables the annoying video at the start.
@zhizhao79154 жыл бұрын
@@RaimaNd does it still work in panorama?
@XradicalD4 жыл бұрын
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.
@nothingisreal68164 жыл бұрын
4:12 The inside of the "o" being a darker blue bothers me to infinity
@broddajanes69104 жыл бұрын
So early, I came before the English subs
@slim73064 жыл бұрын
So early, I came.
@IamMcBobb4 жыл бұрын
Didn't NordVPN get hacked recently? Bit iffy advertising a VPN company that skimps of security.
@TheSearchForTruth884 жыл бұрын
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.
@TheSearchForTruth884 жыл бұрын
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.
@bimmer86024 жыл бұрын
@@TheSearchForTruth88 you just got ratio'd and you're still ranting lmfaooooo.
@TheSearchForTruth884 жыл бұрын
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.
@qwjd8s693pt4kaun4 жыл бұрын
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).
@qwjd8s693pt4kaun4 жыл бұрын
@@3kliksphilip, fair enough. Awesome video anyway, critique aside you are one of the most sharp minded and accurate non science-related KZfaqr I've seen. Absolutely unique content.
@nobyra4 жыл бұрын
seems like the commentary and editing keeps getting better
@512TheWolf5124 жыл бұрын
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
@jonesbonesjon60314 жыл бұрын
This man speaks the truth but no one hears him...
@repsaj51394 жыл бұрын
Kliksphilip would never sellout like this
@noiz55783 жыл бұрын
Repsaj im Noiz
@repsaj51393 жыл бұрын
@@noiz5578 lol
@noiz55783 жыл бұрын
@@repsaj5139 lol
@OzonesElbows4 жыл бұрын
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!
@simpson67004 жыл бұрын
- 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.
@flyingzambie12014 жыл бұрын
Ahshit nordVPN. Ever since that fiasco, I personally have stopped using nordVPN.
@lattenkack35924 жыл бұрын
its shit and has always been. they pay good tho.
@everestian71834 жыл бұрын
What fiasco
@thib25824 жыл бұрын
the fiasco is they got hacked
@jajasogehts4 жыл бұрын
@@thib2582 one of their hosting servers got hacked. not really a problem for any user really.
@sulphurous26564 жыл бұрын
9:35 *Laughs in Mirror's Edge*
@ddevin4 жыл бұрын
11:36 Nice skin... and quote.
@greenlemon91554 жыл бұрын
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
@khaozcat4 жыл бұрын
Hey philip, you forgot c4... the model is bad, the explosion particles and sounds are bad. Everything is wrong about the bomb
@Jofoyo4 жыл бұрын
You AI Upscaled the presentation didn't you.
@Elliot.25914 жыл бұрын
What would you do if I refused to consider these 10 new graphics improvements?
@MiekuahProductions4 жыл бұрын
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
@anibal.074 жыл бұрын
I just want to see my legs
@dexplays32984 жыл бұрын
"NordVPN stores no data logs" Let me just say that you're wrong there, bud..
@highvisibilityraincoat4 жыл бұрын
He is correct. No clue what you’re talking about. They have been audited multiple times.
@dexplays32984 жыл бұрын
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.
@highvisibilityraincoat4 жыл бұрын
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.
@FumblkruschLP4 жыл бұрын
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.
@vitaminnc64434 жыл бұрын
4:00 Did not know Wolfenstein young blood looked so smooth(movement). Very good job developers looks amazing to play.
@floppppp4 жыл бұрын
0:47 skip ad. Thank me later
@stuck56264 жыл бұрын
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.
@Neekzu4 жыл бұрын
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.
@Xilefian4 жыл бұрын
MSAA is the gold standard of AA (after super sampling, of course). Please don't wish for inferior AA options...
@TioRata4 жыл бұрын
I want an actual destruction when the C4 explodes, Ambient Occlusion (Source can show SSAO in SFM), Depth of Field and Motion Blur but only in viewmodel (I want it with an intensity adjust option), Screen Space Reflections to complement the parallax corrected cubemaps (btw, we should get an option to render 1024x1024 cubemaps), and also SMAA.
@randomcatdude4 жыл бұрын
I agree with adding C4 destruction. Half-Life 2: Episode Two and Team Fortress 2 both feature what's called "Cinematic Physics", which is just physics that's pre-calculated beforehand, and is then baked into an animated model that plays it all back on command. Those games use it for large-scale destruction of buildings and such, and it looks great, I don't see why CS:GO couldn't have it added for the C4 explosion.
@andrewplot58984 жыл бұрын
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.
@Hombzy4 жыл бұрын
The awp can actually be dropped through thin walls in general, not just displacements. I remember testing it a while back and it worked up to something like 4 HU or even more. You just have to aim down and to the left a tiny bit. Edit: By thin walls i mean even World geometry. There's a spot on bottom alt-mid Inferno where I could drop the AWP into the void (and then the console would go absolutely ham bc it couldn't handle an object in the void)
@Nabalazs4 жыл бұрын
I would like the option for LODs for fun maps. Huge surf areas and mini game rooms are a thing in csgo, and in those, whatever inaccuracies LODs might cause is negligible. Let the community dream bigger. Maybe some more pushed out shadow cascades too for similar reasons. Or bump mapped textures for that extra cool look.
@benox504 жыл бұрын
Man I want that destruction spectacle for a modern FEAR Combat equivalent so much, that will totally fit :p
@SteelSkin6674 жыл бұрын
As I see it, if they wanted to overhaul the graphics of CS:GO they could port the game to Source 2 - which is not something I would have suggested had they not done it for DOTA 2. It would give them some latitude to revamp the graphics with proper PBR materials and more modern lighting, not to mention that most of the stuff you have been suggesting seems to be already supported.
@poke5484 жыл бұрын
On the topic of destruction, I would like to see more microdestruction and persistent damage. Being able to break through walls or totally shred cover would either absolutely destroy any semblance of balance in CS:GO's current maps, or just be a completely useless gimmick depending on implementation. However, I do think that any shooter can greatly increase their atmosphere with good use of microdestruction- implementing little bits of destruction on all the little things in the environment. As it stands right now, if you walk into a room where a gunfight took place in CS:GO, the only evidence you'd have of conflict is maybe a body, and if the fight happened only just recently, some blood splatters and painted-on bullet holes. I think it would be much more interesting if gunfights resulted in longer-lasting and more notable changes, such as a box being sprayed down resulting in the box's exterior being fragmented and splintered, with wood chips littering the floor. Doesn't matter much to have every client make sure every wood chip synced, or that every splinter pattern is consistent for every player, just send the data for the general distribution of debris and damage. Walking through Office's kitchen with bits of shattered tile crunching underfoot, or finding a body collapsed in a pile of destroyed pots in Mirage would, I think, be so much more interesting, and tell a much more engaging story to rotating players walking past the handiwork of their allies and opponents than the very simple implementation we have now. Who knows, perhaps an observant player with a detective's eye could actually glean some useful information when walking past a lost position? Either way, it hurts me to see so many developers sleep on microdestruction. I'm disappointed every time a game's environment is some flat, static, unflinching constant that our characters are locked inside, and it takes me out of the experience quite a bit every time I realize that, no matter what I do, Dust2 will always look and feel exactly the same. I feel like people act like destruction has to be this big, all-encompassing mechanic that's either worth over-committing to, or should be completely ignored. I was saddened with Battlefield 4 and beyond; Battlefield is a series that has had perhaps the most success creating a good name for environmental destruction and making people take it seriously, but more recent entries, barring one or two maps in each game, have almost no unscripted microdestruction. Kind of makes me resent Battlefield 4's "bigger is better" approach to focusing on scripted "levolutions." Have people forgotten the thrill of having bits of rock and dirt fly past your face when a machine gun peppers your position? Is the core gaming audience too young to remember spending time spawning hundreds of NPCs in GMod maps specifically made to be highly destructible, only to come back after supper once your computer stops screaming to explore and admire the strange, new, blasted and grim world that had been made purely from stray bullets and careless grenades? Or have people just decided to move on, thinking that destruction got as big as it could, and now it's time to throw it out the window for the next innovation? I can't say for sure, but I do hope that microdestruction makes a comeback, with the benefit of today's advances in hardware and implementation. As someone who enjoys waltzing through bombed and derelict ghost towns in Arma, and fondly remembers working with a team in Ace of Spades, becoming attached to our fortifications, and feeling sad, yet determined when they were destroyed, I will always welcome a world that is as adaptable as the characters in it; to make the world itself another player, always unique, and always with personality, who shows you a charred record of your triumphs and failures. I know there's no benefit to having fully destructible environments in a game like CS:GO, but I feel like even just a facade of true destruction, given enough love and care, can go a long way to giving the world its own personality- that of a new player who's always with you for the entire round.
@Dechristian34 жыл бұрын
ARMA 3 also has shadows that get blurry the farther away the object is! Its really nice!