CS:GO - Can Source 2?

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3kliksphilip

3kliksphilip

Күн бұрын

This video contains a paid promotion for NordVPN. Get the deal here ➡️ nordvpn.com/kliks . It's risk-free with Nord's 30-day money-back guarantee! ☝️
I made a bunch of maps in Source 1 and 2 to finally make the klikbait you've been waiting for.
0:00 - Source 2's story
3:16 - Different looking lighting
4:33 - Render times and map sizes
5:33 - Sun's lighting comparison
7:44 - Can I make Source 1 look better than Source 2?
8:55 - Cubemaps
11:19 - Fog and floaty stuff
12:14 - The car in the cave

Пікірлер: 1 300
@fujiwaranovari
@fujiwaranovari Жыл бұрын
As it turns out, source 2 can
@FlawedbyDesign777
@FlawedbyDesign777 9 ай бұрын
Pick up that graphics rendering engine.
@XxDramaticBatu
@XxDramaticBatu 8 ай бұрын
​@@FlawedbyDesign777and now put it in the game.
@kquack
@kquack 6 ай бұрын
pick up that can.
@Choochinc
@Choochinc Жыл бұрын
I just want an engine that doesn't force map makers to make their maps bland in order for it to actually run properly. As well as fixing all the serious bugs that we have been putting up with for years. Smoke occlusion, objects falling through the map, etc.
@BURRDAWG_
@BURRDAWG_ Жыл бұрын
Tbf our map makers do kill it. Look at valorants shitty maps.
@DrCranberry
@DrCranberry Жыл бұрын
To be fair, most of those issues are left over from GoldSrc, 90% of the functions used for things in 2007-2013 source branches are just left over because they HAVE to be. Theres so many parameters with entities that don't DO anything in source because they were only used in GoldSrc that had to be forward ported in for functionality-sake. Source 2, like Source, is just the same skin but with new, better code because Source got so spaghetti coded over the years they genuinely had to start over to not break anything.
@Choochinc
@Choochinc Жыл бұрын
@@BURRDAWG_ Yeah Valorant is a real ugly game, but look at what they had to do to Cache to make it not stutter like hell.
@xFluing
@xFluing Жыл бұрын
Serious Engine entered the chat.
@CabbageGod
@CabbageGod Жыл бұрын
@@Choochinc Yea, RIP cache. It looked so good and they had to kill it. Hopefully source 2 cache will be able to look pretty without the weird lag issues.
@lickagoat
@lickagoat Жыл бұрын
That last part in the cave really shown the improvements from 1 to 2.
@anotherdaysunday
@anotherdaysunday Жыл бұрын
this guy knows how to make a video, that totally sold me too. basically "if they don't change anything, nothing changes, but really, everything has changed. cs wont, but could, but wont, but might, and heres how easy different is." genius.
@GrumpyGremlin.
@GrumpyGremlin. Жыл бұрын
Sauce 1: Ah, props and blocks. Sauce 2: I want to touch that surface, I want to feel it on my cheek
@GewelReal
@GewelReal Жыл бұрын
That cave looked so fucking convincing I am in shock
@FinalStooge
@FinalStooge Жыл бұрын
The cave didn't look very good imo... The rocks jutting out were so shiny you'd think they were covered in oil! I think they should tone it back, as currently I prefer Source 1 after watching this.
@LewdSCP1471A
@LewdSCP1471A Жыл бұрын
@@FinalStooge Everything in the real world has a shine to it to some degree, its what Physically Based Rendering is based on, i suggest you give it a read some time.
@Cosmozorb
@Cosmozorb Жыл бұрын
What I see in this video is that Source 1 (an engine which will turn 20 yo soon!!) was absolutely ground breaking for its time. Looks stunning even today.
@RicardoNirep
@RicardoNirep Жыл бұрын
I was about to say that. It's insane how good still looks today.
@akadommy
@akadommy Жыл бұрын
Yeah even apex legends runs on the source engine
@Terminated_Account
@Terminated_Account Жыл бұрын
@@akadommy no way
@HaxxorElite
@HaxxorElite Жыл бұрын
​@@Terminated_Account is true
@TUTOSANDROIDtutorialesymas
@TUTOSANDROIDtutorialesymas Жыл бұрын
@@Terminated_Account it’s a really modified version tho
@Xeotroid
@Xeotroid Жыл бұрын
Small thing about the around 6 minutes mark: Ambient occlusion is only the "shadows in corners" stuff. Light bouncing to other surfaces and carrying colour is called indirect illumination, or more commonly global illumination. AO and skylight are usually included in GI solutions too.
@dissolve5138
@dissolve5138 Жыл бұрын
gi automatically has ao because it's simulating indirect light bounces, idk if source 2 applies an extra realtime pass for ao though
@JasperCrowe
@JasperCrowe Жыл бұрын
@@dissolve5138 It's just how the AO is processed. Source 1 looks like it's just multiplying the result, whereas Source 2 looks like it's using the AO pass to project the colour of adjacent surfaces to simulate light bounces.
@damsen978
@damsen978 Жыл бұрын
You can just type the timestamp from the video instead of saying "around the 6 minutes mark" to pinpoint what you mean.
@bigguy3123
@bigguy3123 Жыл бұрын
@@dissolve5138 I don't think this is true for most real-time renderers-- maybe for a raymarcher, though. I'd guess that realtime GI, even raytraced, is nowhere near granular/accurate enough to really calculate how much light is contributed to a given pixel in say, in the crevices of a wrinkled jacket. The algorithms are probably focused on the vague contributions of bounce light at a broader scale, lest they be incredibly slow. I think most modern games still ship with a separate AO step too, but I can't recall.
@dissolve5138
@dissolve5138 Жыл бұрын
​@@bigguy3123 yes that's basically what i meant, i know the GI is baked but i also said that there is probably a real-time AO pass on top of that
@darklordinateur
@darklordinateur Жыл бұрын
"I hope to do more" this pretty much tells me that Phillip is going to attempt to port de_sparity to S2 when it comes out and maybe rework it.
@Wheagg
@Wheagg Жыл бұрын
Remaster it call it "re_sparity"
@damsen978
@damsen978 Жыл бұрын
You think he won't? It's 100% guaranteed he will.
@cynicalia
@cynicalia Жыл бұрын
De_fenestration 2 when
@solaris5303
@solaris5303 Жыл бұрын
I'm excited to see if he's going to port it to prove a point about S1 maps being unsuitable for S2, or if he's going to remake it to prove a point about S2's mapping tools being better.
@darklordinateur
@darklordinateur Жыл бұрын
@@solaris5303 I think he could simply partner with a good artist and focus on reworking the layout as a whole, that would make a great series of videos. He could playtest the new layout with his servers etc...
@zynius
@zynius Жыл бұрын
There's a "GPU Ray Tracing Visualization" mode in S2 Hammer now, it was released in the latest Dota2 update, as well as a "CPU RT Spherical Harmonics" (real time GI). Plus they added or are working on "Meshlet" support (Basically UE5 Nanite).
@lukezhou6349
@lukezhou6349 Жыл бұрын
Meshlet is far from UE5 Nanite and tons of engines have been using it for a long time.
@spiderjerusalem8505
@spiderjerusalem8505 Жыл бұрын
I'd love to see Valve trying to match Unreal Engine 5, like that's ever gonna happen, lmao
@Sgt-Gnomercy
@Sgt-Gnomercy Жыл бұрын
The most recent update? Where did you find it, I cant seem to find it :(
@Wheagg
@Wheagg Жыл бұрын
No that's closer to Lumen. Nanite is the mesh topography stuff.
@snesmocha
@snesmocha Жыл бұрын
TLDR nanite is an autolod system that is extremely well optimized yet still extremely poorly explained
@ExplodingWaffle101
@ExplodingWaffle101 Жыл бұрын
9:17 is a total humblebrag and i'm all for it
@bogiesmigforl1
@bogiesmigforl1 Жыл бұрын
Source 2 is definetely one of the ones that can, at least in my opinion.
@ambhaiji
@ambhaiji Жыл бұрын
You either meant this as a reply to someone else's comment or forgot to add what you wanted to say here because as it is it makes no sense.
@sebaprime6411
@sebaprime6411 Жыл бұрын
@@ambhaiji look at the title of the video
@mustafaaydilek5142
@mustafaaydilek5142 Жыл бұрын
@@ambhaiji "Can Source 2?" 😃
@7EEVEE
@7EEVEE Жыл бұрын
@@ambhaiji jeez dude...
@TimSzabo
@TimSzabo Жыл бұрын
@@7EEVEE ballz
@wasyaname
@wasyaname Жыл бұрын
11:27 I did not expect those naughty words, bad philip, bad.
@Rullisi
@Rullisi Жыл бұрын
Those corrected/parallaxed cubemaps gotta be my favorite graphical effect in games. I love all the bokeh and AO etc. and even film grain, but the cubemaps are satisfying to look at when set up like this. Lightweight solution for reflections and such a genius way of doing it. Mirrors in ps2 era games are very cool too. I notice how some games such as RDR2 use three different kinds of reflection types on water together. First there's general low quality cubemap underneath all, then ssr and where ssr isn't visible, there's some low quality looking 3D looking objects being reflected such as simple trees. In between those two effects. Not entirely sure what technique that is but yeah probably just to patch out what ssr can't accomplish and together none of it is barely ever noticeable.
@Skrenja
@Skrenja Жыл бұрын
Shhh, don't say you like filmic, cinematic effects. You'll upset triggered gamers.
@fxncy2566
@fxncy2566 Жыл бұрын
instead of cubemaps it may be a planar reflection, a limited low quality version of the environment is being rendered through the surface, much cheaper than ray tracing, preserves 3d objects inside of the area and doesn't rely on screeen space data.
@Rullisi
@Rullisi Жыл бұрын
@@fxncy2566 I think I recently noticed in Skyrim, the reflections of water are just the low detail map versions of terrain. Yeah it's probably exactly that, then. Smart techniques.
Жыл бұрын
Theres a very important thing you missed in the reasons why Source 2 cubemaps look better: Source 2 cube maps are pre-filtered. This means that when they render a cubemap, they use magic light calculations that output several "levels" of blurry reflections. Then, according to the smoothness of the material, it chooses a level from the cubemap that its either blurry, clear, or somewhere in between. This way more rough surfaces that still reflect the world, like smudges, less polished surfaces, etc, show blurry reflections, and clear surfaces shows a clear one. There is a specific technique I saw on parallax cubemaps that fixes the outdoor sky issue. Weirdly enough I found it on SEGA's Sonic Forces, and havent found other examples, but I believe the technique its also used on Unreal engine. When they render cubemaps, they also save which pixels are actually the sky. When the game shows a reflective surface, when the reflection points to the sky, it swaps from the parallaxed cubemap, to an infinte cubemap thats just the sky. This way both close 3d models and the infinite sky are both perfectly reflected.
@sarcasmenul
@sarcasmenul Жыл бұрын
That’s really neat
@ketrub
@ketrub Жыл бұрын
sonic forces for the win baby
@Calinou
@Calinou Жыл бұрын
Saving which pixels are the sky in a reflection probe is likely done either with the alpha channel, or by storing a cubemap with a depth buffer alongside another cubemap with the color buffer. Saving the depth buffer likely allows for more advanced parallax correction or more accurate shading of the ambient light generated by the reflection probe.
@Ethiixx
@Ethiixx Жыл бұрын
Nice job writing 2 paragraphs on a subject Phillip already said he made a video for.
@Theironlefty
@Theironlefty Жыл бұрын
Theres no magic light calculations, I highly suspect its Gauss blurring the lower(higher) mip levels of the cubemap texture.
@Kat21
@Kat21 Жыл бұрын
Yes, source 2.
@maximilianmusshoff2733
@maximilianmusshoff2733 Жыл бұрын
Infact, source 2.
@Haystees
@Haystees Жыл бұрын
Can source 2 source source source 1? Yes source 2 can source source 1 better than source 1. what did i just type
@jessesins7380
@jessesins7380 Жыл бұрын
Source ? Trust me bro
@nebby8216
@nebby8216 Жыл бұрын
Indeed, source 2.
@Weissherz
@Weissherz Жыл бұрын
sauce too 🍲
@cementshowcase514
@cementshowcase514 Жыл бұрын
It's awesome seeing you make a video about Source 2, as it's becoming more and more relevant to the CS:GO players. I hope we'll see more from you on this topic and perhaps while doing so, you will become one of us - a Source 2 addict. As for the 7:08 lighting bug, it is usually created when a scene is lit up with low amount of indirect light (generally low-light conditions) that is bounced around by relatively reflective materials. Without changing the lighting conditions, what will help is increasing the lightmap resolution (the Final compile is at 2k quality, but you can go up to 8k). You can also often encounter a similar bug, where the shadows appear "blobby" - they're not accurate and some parts are darker than they should be, while others are lighter. That happens when you have more than 4 lightsources with "Baked Light Indexing" checked, shining on the same surface - so try to avoid that by unchecking "Baked Light Indexing" for less important lights or by placing the lights in spots where they don't intersect (there's a special "Baked Light Complexity" scene view for that.) Oh and if you want to enjoy even MORE of cubemaps, there is a way to increase their resolution, by modifying the "EnvironmentMapFaceSize" and "EnvironmentMapRenderSize" values in your gameinfo .gi (located in game>hlvr>). Alright, I hope you'll have fun with testing the limits of Source 2 and if there's anything, I'd love to help.
@FireKeep
@FireKeep Жыл бұрын
Truuuuuu
@ViperTesla
@ViperTesla Жыл бұрын
I reset my headphones around 11:46 because i genuinely thought a cord was loose or something 🤣
@ChristianStout
@ChristianStout Жыл бұрын
It's interesting how many big games got caught in development hell due to engine problems in the 2010s: HL Alyx on Source 2, FFXV on Luminous, Cyberpunk on Red engine 4, MGSV on the Fox Engine to name a few.
@h4roeverynyan55
@h4roeverynyan55 Жыл бұрын
Any company relying on their own game engine will eventually have to delay games to build a more modern engine And any company relying on someone else's engine has to hope that that someone will continue to update/improve their engine, or else they will have problems aswell It seems really stressful to be a game company
@dylsplazy
@dylsplazy 11 ай бұрын
This video aged like wine
@antrum6538
@antrum6538 Жыл бұрын
This aged well
@gyrotta
@gyrotta Жыл бұрын
can confirm CS:GO can source 2 now
@sakurasfingernails7247
@sakurasfingernails7247 Жыл бұрын
I love using parallax corrected cubemaps! In unity they're referred to as "box projected". I remember discovering them back in 2018(ish) when trying to make a map for VRChat and it absolutely blew me away how you can make a simple pre-baked reflection almost look a full proper reflection. That combined with pre-baked lighting and light probes (which allows real-time objects to receive pre-baked lighting, idk if source or source 2 has anything like that) really taught me just how clever games have gotten with emulating raytracing.
@markjacobs1086
@markjacobs1086 Жыл бұрын
Those are all fine & dandy until a scene has objects in them that move, which is the biggest reason raytracing is superior. Still cool to see convincing tricks & try to see how far you can stretch them until they start breaking up.
@sakurasfingernails7247
@sakurasfingernails7247 Жыл бұрын
​@@markjacobs1086 Light probes do exist specifically to solve the problem when it comes to moving objects and baked lights but obviously don't work when it comes large, open world maps. Cubemaps + screen space reflections are pretty manky even at the best of times though. Ghostwire with raytracing disabled is basically a masterclass in every place where SSR fails lol
@markjacobs1086
@markjacobs1086 Жыл бұрын
@@sakurasfingernails7247 SSR is the easiest to break anyway, just move the object that's reflected (partially) of screen & done 😆
@vibaj16
@vibaj16 11 ай бұрын
idk about Source, but Source 2 does use light probes. Also, what about planar reflections? As I understand it, they are more expensive than cubemaps or screen space reflections, but are basically perfect and still much faster than ray tracing.
@4teapo
@4teapo Жыл бұрын
6 months later and it happened!
@FreewayDani
@FreewayDani Жыл бұрын
Coming back here after valves 3 videos
@GabeRundlett
@GabeRundlett Жыл бұрын
Also I love all the suggestions in this list. It makes me think of something like a source 2 "mythbusting" or "fun facts" series of videos. Or even just full on source 2 mapping tutorials, including how you managed to get a first-person camera, loading HL:A maps and assets, etc.
@WaitNoIdidntMean
@WaitNoIdidntMean Жыл бұрын
Well, this video is soon to become a reality, and im honestly excited
@CeretPenyok
@CeretPenyok Жыл бұрын
I remember I used to make maps on GoldSource & Source 1... I think I want to learn it again, especially the Source 2.
@noodleguy9872
@noodleguy9872 Жыл бұрын
This aged like fine wine
@ChaosNe0
@ChaosNe0 Жыл бұрын
That's an elite video. Can't wait to going back to mapping and making some portal 3 maps!
@turtleb01
@turtleb01 Жыл бұрын
I've listened to Deep in Thought so much while playing Snowrunner that I don't even associate it with your videos anymore. It's an amazing album.
@delta9685
@delta9685 Жыл бұрын
With hindsight? Yes.
@Moshugaani
@Moshugaani Жыл бұрын
EDIT: It turns out the Stanley Parable remake was made in Unity instead of Source. My bad! About the pre-calculated lighting improvements: I'm pretty sure Stanley Parable was done in Source 1, correct? And its remaster was done in the same engine, right? Yet the new remaster has vastly superior lighting. I was really impressed while playing it. I knew it was pre-baked but the lighting was so cleverly designed, and combined with higher resolution of the shadow maps it looked very moody and effective. It achieved the same effect as raytracing sometimes does, even if the environments and light sources are completely static.
@Nxbyte
@Nxbyte Жыл бұрын
I think the new remaster of stanley parable was made on Unity rather than Source this time
@Moshugaani
@Moshugaani Жыл бұрын
@@Nxbyte Ah, you're right! That's why the lighting looks more modern.
@AJVenom123
@AJVenom123 Жыл бұрын
I haven’t been this excited to fuck around with source game mechanics since your first mapping tutorial series. I can’t wait for the eventual CS update
@weirdassmf
@weirdassmf Жыл бұрын
I'm really happy for you that you (now?) finally have a sponsor! I absolutely dig your videos bc I love everything related to Counterstrike. You've got a great sense of humor and you know how to make entertaining Videos. Please keep up the good work, you deserve every like and sub that you have and even more! As one of the greatest philosophers of our time once said: "Keep rollin', rollin', rollin', rolling YEAH" ;)
@Damian-cilr2
@Damian-cilr2 Жыл бұрын
11:24 "and because its vr it benefits from having loads of piss and shit floating about in the air everywhere" that actually made me laugh out loud
@zed.lmaooo
@zed.lmaooo Жыл бұрын
@@baiborisxd "... because I know it's gonna be fucking painful.' -Philip, "The Horror of CSGO's Demo Viewer"
@baiborisxd
@baiborisxd Жыл бұрын
@@zed.lmaooo yeah i remember that one
@namelessguy199
@namelessguy199 Жыл бұрын
Oh my God! Okay! It’s happening! Everybody Stay Calm! Everybody Stay Calm! EVERYBODY STAY FKING CALMMMMMMM
@Die-Coughman
@Die-Coughman Жыл бұрын
Source 2 also gives mappers control over the density of light probes which aids with grounding dynamic objects with the static objects. Light probes are light samples taken from different points in space(kinda like a 3d light map). In practice this means physics props, dynamic(animated) props, npcs, and players will blend in much better with the environment(depending on the map of course). One thing i forgot to mention a couple months ago is the lighting of static props in source 2 is leagues ahead of source 1.
@pitchatan
@pitchatan Жыл бұрын
PBR materials and higher resolution lightmaps really do wonders to how things look. Just looking at some of the maps and assets created for modern quake ports that support PBR, HDR lightmaps and realtime lighting there is a huuuuge difference even when compared to high resolution texture replacements using the old shader format (or lack thereof).
@NR1612
@NR1612 Жыл бұрын
I'd be really interested how you can squeeze out more performance from Source 2 vs source 1 and how much different graphics APIs (Vulkan vs DX9) can also pull out when on these two engines.
@No-mq5lw
@No-mq5lw 8 ай бұрын
Not really a contest. Vulkan is so much better. In fact, nowadays it's probably recommended to set up dxvk on Windows whenever you can just because it's that much better. Probably all of CSGO's cpu and single core issues are all DX9 related.
@CatsT.M
@CatsT.M Жыл бұрын
I feel Portal/2 would work well in Source 2 because the lighting in those games is very important.
@alichay
@alichay Жыл бұрын
I don't know if you've heard of it before or not, but Portal 2: Desolation is a mod that has very similar graphical capabilities. It's S1-based, but they basically rewrote the entire rendering side of the game engine lol
@CatsT.M
@CatsT.M Жыл бұрын
I have not heard of that, I will check it out. Thank you.
@kokojack
@kokojack Жыл бұрын
The upcoming Portal 1 with RTX looks amazing and proves your point
@ramheader4635
@ramheader4635 Жыл бұрын
@@kokojack I was just thinking of this when I saw the comment, great timing
@BigCheeseEvie
@BigCheeseEvie Жыл бұрын
I keep rewatching your videos, a testament about their quality
@thennoth2860
@thennoth2860 Жыл бұрын
those parallax corrected cubemaps are absolutely beautiful!
@iliyalb
@iliyalb Жыл бұрын
After watching this video, I feel like watching your Source SDK playlist again. They had a certain charm to them. Great video as always.
@btarg1
@btarg1 Жыл бұрын
can't wait for the source 2 tutorials!
@sebus7628
@sebus7628 Жыл бұрын
facts
@jenson1896
@jenson1896 Жыл бұрын
@@btarg1 Same
@baronbeast2725
@baronbeast2725 Жыл бұрын
There is no way it is a coincidence that the video is precisely 13:37 minutes long…
@aarontheperson6867
@aarontheperson6867 Жыл бұрын
l33t confirmed!!!
@self-proclaimedanimator
@self-proclaimedanimator Жыл бұрын
wot explain
@PTMG
@PTMG Жыл бұрын
You should upload a guide on source 2 map making, or how to get started on it, maybe throw in some mapmaking/lighting etc. tips here and there
@brainypepper1621
@brainypepper1621 Жыл бұрын
Oh my god that indoor parallax cubemap is GORGEOUS.
@vincentsuper3369
@vincentsuper3369 Жыл бұрын
I really enjoy your informative videos as your explanations really make me feel like I am getting the hang of everything and you've even inspired me to pursue my dreams of creating games when I watched your videos about your games you've made in the past, I also enjoy all the music that's in your videos so I even tried making some of my own, I thought I'd comment this just to show my appreciation as I've been watching you for over 2 years now and I still don't get bored of your content. Keep doing as well as your doing and make sure you enjoy yourself because I enjoy it.
@worldoftancraft
@worldoftancraft Жыл бұрын
what's the music at 3:08?
@worldoftancraft
@worldoftancraft Жыл бұрын
The main theme of Operation Flashpoint: Cold War Crysis
@mayrln
@mayrln Жыл бұрын
valve says that counter strike 2 will be released with the source 2 engine. cant wait for phillip to make a video about it.
@1bird_d
@1bird_d Жыл бұрын
not sure if you watched the fmpone crash course on s2 but if you make a cube map box that extends to the entire level it fixes the outdoor cube map issue, valve does this in alyx
@Eagle_of_Liberty
@Eagle_of_Liberty Жыл бұрын
Very good explanation and comparison. Superb content!
@masononemine1702
@masononemine1702 Жыл бұрын
This comment only comes out of a place in my heart for you, I absolutely loved this video and damn those Corrected cube maps do look like ray traced reflections however, I almost felt like you did not sell the first example comparison as well as you could have. The Source 2 baked lighting looks really good, it immediately reminded me of the ray tracing shader in Minecraft and that is high praise. Although I have been aware of the fact that Source 1 uses ray tracing to bake the lightning it just never looked like Ray tracing to me, it is very inaccurate and limited however with Source 2 even with its stock settings it looked very convincing, and I dont understand how you thought that just brightening up the Source 1 map made it comparable, that is strange coming from you. Even the most amped up Source 1 test map you shown here looked worse to me compared to what source 2 was providing.
@_pixelatedsilver2a412
@_pixelatedsilver2a412 Жыл бұрын
Source 1 compile time bounce lighting can be heavily affected by the $REFLECTIVITY settings in the VMT of the material being hit with a ray, so you can get good results clearing up dark areas by modifying this (it's RGB intensity iirc), perhaps making a duplicate VMT pointing to the same base material but with different reflectivity settings. Or you can just use the old dim floating light entity to mimic what you would expect from a bright light source (e.g Sun) bouncing into a nearby dark tunnel or something. I have to admit, I'm having major trouble understanding how to use Source 2's texturing, and I see some differences in your source 2 version of the map here texture wise I think, too. I'm sure it's much better and more technically "correct" for a modern engine, but I can't seem to hit a groove with it like I can in Source 1. Oh yeah, although CS:GO does have HRTF audio to replace the old surround system\or EAX from older source 1 games, source 2 uses Steam Audio for spatial audio, which I should think would be a lovely audio upgrade in terms of being able to hear exactly where the enemy is around corners. It runs on any OpenCL capable graphics card using Radeon Rays. Regarding volumetrics etc, these could actually AID gameplay. If a player gets in front of a light source, the volumetrics may help define them at distances or with obstacles in the way, I think? Or fog for players HIDING in intentionally in carefully chosen areas of the map. Convincing material surface shaders might also help with player readability regarding what surfaces act in certain ways, for instance things you can shoot through or break. BTW, for those that don't know, be careful decreasing lightmap scale in Source 1. It works by subdividing the face into smaller faces, but overlays have a maximum face limit. You may only have an overlay on one face, but if that face has a low lightmap scale, it is effectively many faces, and may hit the limit of how many overlays are allowed on the brush, getting a somewhat unhelpful error when trying to compile that you can't seem to figure out how to fix. Also, that clip of spyro made me remember how terrible the reignited collection portals are compared to the original. In the original Spyro 1, each portal had a completely separate vertex painting skydome visible only inside the portal frame for the level you were going to. Entering it seamlessly takes the camera inside, loads the level, and has spyro land in the new level without a single fade to black. Reignited just has a blurred cubemap and fades. C'mon, an original playstation with 1MB usable ram did it better :(
@Wheagg
@Wheagg Жыл бұрын
Never heard of this light map limit. Source renders many luxels in one tri. You can see this with mat_wireframe 1.
@Wheagg
@Wheagg Жыл бұрын
@Гиббон yeah but I don't think luxels are one of them
@NonTwinBrothers
@NonTwinBrothers Жыл бұрын
By the way philip, if you don't know the brighter effect that Source2 has at the beginning is called 'Global Illumination'. And it's pretty much the last hurdle light renderers need to get through to have the standard 'good' lighting
@Junkie_XD
@Junkie_XD Жыл бұрын
For some reason I forget that I have alredy liked the video while watching it, so when Im realising that I'm really enjoying the video I try to like it once again. I reliked this video 3 times =)
@DeletedTaters001
@DeletedTaters001 Жыл бұрын
The source 2 lightning looks way nicer. The light is actually bouncing around and filling the space. I hope super dark spots *right* next to bright spots are soon to be gone in games (or at least minimized)
@user-jh9nw6bz6f
@user-jh9nw6bz6f Жыл бұрын
Rtx have made cringe stealth in metro even more unrealistic 😮
@DeejayRach0
@DeejayRach0 Жыл бұрын
You gonnak keep your eyes healthy for longer like that
@QueueWithACapitalQ
@QueueWithACapitalQ Жыл бұрын
8:11 and it has 10x the file size lol
@drybrusheverything3034
@drybrusheverything3034 Жыл бұрын
Great little spot you made mate.
@metlyze7124
@metlyze7124 Жыл бұрын
Very interesting, please do keep doing such videos
@elecarno
@elecarno Жыл бұрын
Everyone always asks can source 2? but not how is source 2?
@dank4454
@dank4454 Жыл бұрын
I just love the part of source 2 where it says "it's sourcin time" truly the greatest 2 of all 2's
@user-zq4bn2hu5y
@user-zq4bn2hu5y Жыл бұрын
Ikr and the moment when it sourced all over the screen? Purely iconic
@hugoguh1
@hugoguh1 Жыл бұрын
can't wait till valve learns how to count to 3, maybe then we will have the best source, unless they just skip that and make source 4
@bbdanny
@bbdanny Жыл бұрын
s2 looks awesome. i can't wait to make maps for it
@coolgamer553
@coolgamer553 Жыл бұрын
I'm honestly kinda excited for Source 2 CSGO
@CasepbX
@CasepbX Жыл бұрын
I really hope Valve makes Source 2 easy for wide use. I would love to see more games on other engines besides UE. Hell I’d love to make a source 2 game as well.
@user-xy3gk1gh9v
@user-xy3gk1gh9v 10 ай бұрын
IT CERTAINTLY CAN
@harcoffe3011
@harcoffe3011 Жыл бұрын
What a legend only one ad in the beginning . Your so damn underrated
@kyleevans1123
@kyleevans1123 Жыл бұрын
That's Plymouth at 09:16. Nice to see my city being represented in a video! :)
@resurgam_b7
@resurgam_b7 Жыл бұрын
It always amazes me how capable S1 is for how old it is. Sure it does show its age pretty clearly in some areas, but on a whole, you can make some quite spectacular maps with it. I feel confident saying that S2 is/will be the better engine, but it is still a testament to the hard work and forethought of the S1 developers that polished and good looking games can still be created with their engine nearly twenty years after it was developed. I think the middle of the video was a perfect length, it gave all the information clearly and provided good, readable examples of the features you were talking about. I don't think it dragged on at all and I was suitably entertained 🙂
@queuedjar4578
@queuedjar4578 Жыл бұрын
iirc the first titanfall was still built off of the source engine. Not sure about Titanfall 2 or Apex though.
@markjacobs1086
@markjacobs1086 Жыл бұрын
@@queuedjar4578 pretty sure they're also heavily modified Source 1.
@Tommo_
@Tommo_ Жыл бұрын
who's here on the march source 2 hype
@lordsylph414
@lordsylph414 Жыл бұрын
I absolutely LOVE playing HL2 Sourcemods, Undersell, "the closure" (don't judge me!), Dangerous World, Exit, Exit 2, etc. so much fun was had in those worlds. imagining them in Source 2 makes me all tingly
@lelordiii8702
@lelordiii8702 11 ай бұрын
This feels like an AD for source 2
@gregorywhatley9659
@gregorywhatley9659 Жыл бұрын
beautiful video with a beautiful run time
@wantab3648
@wantab3648 Жыл бұрын
This has aged like a fine wine
@beetheimmortal
@beetheimmortal Жыл бұрын
Entropy: Zero 2 makes heavy use of the parallax corrected cubemaps, despite it being a Source 1 mod. And it looks really impressive.
@A-G-F-
@A-G-F- Жыл бұрын
9:18 little quirks like these make me love this channel so much, its so serious yet so funny.
@project-gladiator
@project-gladiator Жыл бұрын
Honestly, Source 1 is still impressive considering it launched in 2003. Source 2 is a general improvement
@project-gladiator
@project-gladiator Жыл бұрын
@ordinary name and plays. I imagine that it could have released yesterday and still be praised
@Shaman5475
@Shaman5475 Жыл бұрын
Love you soooo much all the work you put into this... Must take up a lot of your time.... Thankyou. :)
@paulbunyangonewild7596
@paulbunyangonewild7596 Жыл бұрын
maaaaaan, i heard from their developer commentary that they also store directional information in the lights too, so they can do fancy things with baked light
@omyyer
@omyyer Жыл бұрын
I lived in Plymouth for 3 years and it's always nostalgic seeing it show up on this channel
@de-ment
@de-ment Жыл бұрын
Holy... Philip you explain the cubemap part so well! I've known what cubemaps were for so long yet the way source 2 tackles it and the entire google earth explanation.. I had no idea.. Seriously, this may be a weird part I'm stuck on yet I'm really impressed.
@nse-qo2qb
@nse-qo2qb Жыл бұрын
I don't think the performance will be dropped too much on Source 2, since the Source 1 with DX9 is poison the performance of modern hardware so much. For example, when War of Tank introduced the DX11, it almost doubled the FPS when compares with the DX9 version, it shows that how DX9 is inefficient. I think the Source 2 ver. CSGO can be made into having similar performance and visual qualities at lowest setting, while having the best graphics that can match the visual qualities of the modern 3A games at the highest setting, just let the player make the decision. I think it would be nice to see ray tracing on the community maps that doesn't need 300 fps+ for the lowest latency, such as the zombie escape maps.
@Redsword603
@Redsword603 Жыл бұрын
The DX9 only the source engine really affects the performance on the games so I can't wait games like CS:GO getting a major performance boost once it can support DX11 or DX12 from Source 2.
@TheLazar876
@TheLazar876 Жыл бұрын
considering that most people who play csgo play on older slower rigs (at least in my region), i'm honestly a bit scared for the game. Just imagine all the russians with shit pc's that barely get 30 fps with lowest settings on source 1 trying to run source 2.
@Emil.torsti
@Emil.torsti Жыл бұрын
@@TheLazar876 win - win
@TheLazar876
@TheLazar876 Жыл бұрын
@@Emil.torsti not really, russians will play even with 10 fps which would ruin the games quality even more
@Enivoke
@Enivoke Жыл бұрын
Not sure if you’d be interested in this idea but, my introduction to you started with SDK tutorials which also got me into mapping and I’ve made successful maps on the workshop for tf2 and csgo. My suggestion is when csgo source 2 finally is out alongside a proper SDK, you can create tutorials for the next generation of mappers in source 2?
@StriderPF
@StriderPF Жыл бұрын
What song did he use for the last segment it’s very good
@Silverty
@Silverty Жыл бұрын
hearing philip swear is just ugh - its painful. its like hearing your primary/elementary teacher swearing
@RedBigz
@RedBigz 4 ай бұрын
this video didnt age well
@dasfl412
@dasfl412 Жыл бұрын
7:44 love his eager voice here
@landocarnesian
@landocarnesian Жыл бұрын
bro your vid made me want s2 even more, omfgggg
@MisterPatato
@MisterPatato Жыл бұрын
Let see if this video aged well or not
@TakaoSenpai
@TakaoSenpai Жыл бұрын
it did
@mareksb
@mareksb Жыл бұрын
Those comparison images seem really compressed with visible color banding
@AyesC9000
@AyesC9000 Жыл бұрын
That's the lightmap itself that has the color banding. Source doesn't have a lot of color depth in its lightmaps.
@AnUncleanHippy
@AnUncleanHippy Жыл бұрын
Engines in general struggle with darker areas, and it's compounded by KZbin's compression algorithm. There's only many so many shades of grey since shadow maps tend to just be greyscale (0-255).
@amentco8445
@amentco8445 Жыл бұрын
@@AnUncleanHippy How bad is this effect in actual HDR?
@re.liable
@re.liable Жыл бұрын
10:08 that clipped reflection tho hahaha
@DarkSwordsman
@DarkSwordsman Жыл бұрын
I think 7:00 is due to a specific number of bounces. I've been working a lot with Bakery in Unity and Blender and I believe this effect is amplified due to the low number of samples and bounces. It is possible that Source 2 limits the number of bounces you can do. In Bakery, it is 5 bounces with 64 samples max, meanwhile, I can do pretty much as many as I want in Blender Cycles (say, 4096 samples and 20 bounces)
@MildlyConcerned
@MildlyConcerned Жыл бұрын
The problem with updating CS:GO to Source 2 is just the simple fact that it requires more resources. With most every game released, most devs don't really care about making their games playable on old hardware, instead making it pretty, needing it to run on modern hardware. Valve is different. They want the game to still be playable for older and less powerful computers, and the community agrees. The backlash Valve faces every time they visually update a map shows that there's still a part of the community that plays on a decade old Integrated Graphics CPU chipset. Just by the example of the size of the maps and the increased load times, a lot of people using this old hardware will raise a fuss about it, because it will impact their ability to run the game in a playable state. Valve wants this game to be playable by everyone, no matter their set-up. It's one of the reason why CS:GO is still popular to this day. Even a decade old laptop could play this game with a little effort. A lot of people that can't play the new Call of Duty or other Triple-A shooter will play CS:GO instead, making the game continue it's steady and huge player base over the years. Updating to Source 2 would be nice, but the backlash the Valve could get from it just outweigh the benefits of the upgrade. There are still people to this day that complain about Aztec *cough cough*, I mean Ancient, being hard to run for their computers. A great example of this was the downgrades to TF2. Valve intentionally reduced a lot of graphical load, just to make the game more accessible to older hardware. Valve faced a little backlash for it, but the fact that more people being able to play the games, outweighs any outrage by the downgrades.
@dykam
@dykam Жыл бұрын
Source 2 doesn't necessarily require more resources, but it might require newer resources. Newer engines tend to do things more efficiently, but then in the product are also tuned to produce much better graphics which increases resource use.
@d0shie
@d0shie Жыл бұрын
Your entire comment is also one of the main reasons why Valve said they're hesitant about offering 128 tick official matchmaking servers.
@MaximTsyba
@MaximTsyba Жыл бұрын
Good point! I think they're driven mostly by their business interest: when game is playable for more people with old hardware, more people will bring them money by buying skins and using casino cases. This way even poor fellas from developing countries will be interested in doing so. That's why I think Source 2 maps will not differ so much from Source 1 ones, as they will try to keep performance more or less the same.
@SoggyMicrowaveNugget
@SoggyMicrowaveNugget Жыл бұрын
I'd also Like to Add that Source 2 allows for must higher fidelity art with less performance issues andit is Confrirmed that Valve is Re-doing the art for multiple maps on launch to show how good Source 2 can look... so It's not just Lighting, its a new Engine with an insane amount of benefits under the surface. As Someone who's entered a HL:A mapping Comp I can tell you now that The level of detail I was able to cram into my Campaign with zero effort and High performance would've taken me months of exhausting optimization and Fiddling in S1. Source 2 is an incredible toolset and I desperately hope Valve can share it with the Public more broadly than mod tools.
@sarcasmenul
@sarcasmenul Жыл бұрын
is hammer still a pain in the arse to use? really hope they fixed that god awful thing, I reckon we missed out on a lot of great mods because the creators simply got fed up with hammer’s bs
@jetski8839
@jetski8839 Жыл бұрын
@@sarcasmenul nope Hammer 2 is completely reworked and is 92828 928283882928383838838383times better than the original
@SoggyMicrowaveNugget
@SoggyMicrowaveNugget Жыл бұрын
@@sarcasmenul I don't even believe it's called hammer anymore... It's WAY better. Closer to a Unity/Unreal View port than S1 hammer, That said you can switch it back to more familiar layouts but at the cost of losing the instant feedback on placing Items... Honestly I was scared booting it up that it would be too much for me to learn But it basically all the things I loved about Hammer with all the modern engine improvements I had wanted. Hope this helped
@SoggyMicrowaveNugget
@SoggyMicrowaveNugget Жыл бұрын
I apologize for all the Typos, Just Got out of a surgery on my teeth so it's hard to not type like I just got hit in my Face with a baseball bat.
@vibaj16
@vibaj16 Жыл бұрын
@@SoggyMicrowaveNugget I hate when my mouth injuries cause me to type badly
@stefan-sh7xj
@stefan-sh7xj Жыл бұрын
Source 2 tech demo: kzbin.info/www/bejne/nmmoo36kl9J_r7c
@sfplayer1234
@sfplayer1234 Жыл бұрын
Great video, loved it!
@AleksWorkshop
@AleksWorkshop Жыл бұрын
12:45 Impressive, very nice. Now let's see Paul Allen make a cave.
@britishrailclass4767
@britishrailclass4767 Жыл бұрын
a
@big_floppa
@big_floppa Жыл бұрын
source 2 is definitely one of the game engines
@mattd1466
@mattd1466 Жыл бұрын
Some of these side by side comparisons are so similar it could be called source and source too, ha ha! But nah jokes aside I look forward to what people will make with source 2
@xraysteamlord
@xraysteamlord Жыл бұрын
I really hope this is just a first of many videos comparing source to source 2!
@CaveyMoth
@CaveyMoth Жыл бұрын
Whoa... Cube-shaped cube maps. That's unexpected.
@snowballeffect7812
@snowballeffect7812 Жыл бұрын
I havened made a map in like a decade, but the news at 13:13 sounds like a gd miracle to me. I absolutely HATED trying to find where in the hell I was getting a leak when I was a babby mapper.
@ac-251b37-yNx
@ac-251b37-yNx Жыл бұрын
You sound like a decade ago you we're in the womb.
@snowballeffect7812
@snowballeffect7812 Жыл бұрын
@@ac-251b37-yNx We are all babby, even now. Just a bunch of naked apes trying to entertain ourselves when we're not worried about surviving.
@dreamernawid
@dreamernawid Жыл бұрын
the splodgy bits can probably be rectified by increased the environment samples in the lightmapper
@qudruplem8570
@qudruplem8570 6 ай бұрын
Every time i rewatch this video i am blown away by the contrast between source 1 and 2, with the cube map segment in particular being crazy to me. Wouldnt it be cool to have Half life 2 Source 2? Would be funny to have that as a pseudo sequel to half life source
@vibaj16
@vibaj16 5 ай бұрын
what about half life source 2
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