All that hitman footage make me wish there was a BR game where everyone was a spy and the map was full of NPCs, and you had to find and kill other players, kind of like the old Assassin's Creed multiplayer.
Morrowind is horrible graphicly anyway especially with animations so you shouldnt mind it. Other games like Gothic 1 and II are far better with that and over all too
A map from Team Fortress 2 called Upward is made in a similar way because it's a spiral mountain and the road people must take throughout the round is always ascending. The ground on the map is made up of displacements with invisible blocks beneath them. It was also seemingly made by a madman judging by how it was constructed.
10:15 “there used to be a bug where you could see further when scoped in.” uhhh edit: woah came back over two years later to see that i have 2.4k likes on this hahah😳
World of Warcraft is also a very good example of how big the world looks with fog when you compare it with modern versions that cranked up view distance to a much bigger scale.
"Drawing the world as a series of rooms" also known as Binary Space Partitioning is very efficient and clever. It was used as far back as the original Doom in 1993. It is very efficient because map culling is essentially pre-calculated. The con is rooms need ceilings and you have to build the BSP tree before you can play it. Hardly an idea that should be completely abandoned, it should be expanded on. Old is not bad, new is not good, and hacks are how you accomplish real-time 3d graphics without a supercomputer.
This idea is definitely innovative for the time, but it shouldn’t be expanded on. We have procedural generation now so the room method is completely useless when stacked against that.
I mean the problem is modern developers are always pushing time constraints. So it's best to choose general solutions. BSP might work in rooms, but because they wont work in the open world they toss it out. Most simply, frustum culling. Just draw everything in front of the camera. Why spend the time developing something if you're going to choose something else anyways.
BSP is extremely memory and disk space inefficient since every bit of data is unique, and takes a lot more man power to get proper results than can be achieved with other H-SD methods. BSP is a dead end road for rendering. It's just not viable nowadays when compared to other methods. If we used BSP in modern games, filesizes would be out the roof, and we would all need super computers to load a single map into memory.
Correct me if I'm wrong, but I believe Source 2 completely abandoned the whole BSP thing. From what I remember, Source 2 replaces BSP with meshes, and uses voxels for visibility calculations. I'm not sure exactly how the voxels works yet, but it seems to me like it'd be more efficient in most cases, and would require less manual work to be decent at its job. BSP shouldn't really be expanded on, anyways. It's only really effective in interiors, and is somewhat inefficient for anything else. Definitely good for Doom and Quake, but not good for anything modern.
@@MegaMapper I am a game designer, thus I know my performance optimization. What makes a joke funny is the truth in it. Yours only contains truth for people who don't have any knowledge about game development, thus I wanted to expand your horizon and educate you a bit. Your joke is not holy, be prepared to get educated when you try to crack one without much knowledge about the topic.
@@Kugelschrei I am [insert occupation , education or race here] i know this and that, your joke isn't superior to my amazing knowledge about [insert topic] so i want to insult you and show my superiority now by using words like "educate you a bit" because of insecurity. [if needed insert more insults to feel better]
I think the map is good as it is. It is definitely not trying to emulate PUBG where it seriously awards players who camp and stalk the whole game, watching from 3k+ distances to not get spotted. I mean, it's pretty obvious what they are trying to do here. They want a more action paced royale game, and in doing so, they made the map smaller. With this in mind, and all the mechanics of the game mode in play, you are not supposed to notice any of the distortions and blackouts etc. Hence the map is beautifully designed for what it's purpose is, and the engine used. Also on the water tank and radio tower, I suppose they need that visible at all times, since it is most probably a marking tool. Wherein you can use it as a beacon to remember shit. Like I saw X at west of radio etc. Lastly, the game is free now, if you really wanted new graphics, new engine etc. then wait for a new game and buy it. Better yet, if you still don't want to pay, then play Fortnite. It's free, and it's main purpose is battle royale, not 5v5's like CS:GO.
R. I. P Crocodile 2018-2019 Lived a beautiful life, his parents, Valve, couldn't protect him, killed by 3kliksphilip in January 12 of 2019. REST IN PEACE
This is an example of Valve going to ridiculous lengths to avoid updating their games to source 2. Sure, in 2004 this level of trickery was innovative and necessary. In 2019, their reliance on the same old tricks just shows me a lack of motivation to improve. I suppose excess wealth from game sales has stolen their drive to innovate beyond what they came up with 15 years prior. The tricks valve used to pull this off are no longer impressive in 2019, but rather sad. Here's a comparison to the physical world, (absurd as the scenario may sound, I'm trying to make a point and it's the best I could come up with off the top): Imagine your cars gas pedal binds up/breaks, but you still need to get where you're going. So you adapt, reach down, and start modulating the throttle cable by hand. Sure, this trickery will get the car going, but it is far from the optimal way to be doing things... Same can be said for how valve is still "throttling by hand" in 2019. It's time to do the job right, stop with the flawed tricks, and just replace your "gas pedal" Valve! source is dated and it shows!
Valve is avoiding "upgrading" to Source 2 because they know that that engine is non-functional. It's an unoptimized mess. Dota 2 and Artifact players know that too, but they don't have much of a choice besides quitting the game (which many did, for both games).
@@lubieplacki2772 Wow, Valve's software development has slipped farther than I thought. Guess they can't really be considered game developers anymore... Perhaps they are stringing out their current titles as long as they'll go, and then they will just focus on digital distribution after those revenue streams die. well regardless of whatever the future holds for valve, its not looking very promising for their titles at the moment
Well, when they get Source 2 optimized and ready, they can start with new games. CS:GO would need a full remake. 100% conversion. Just like how Black Mesa is a full remake of Half Life. Deal is, CS:GO is still on the Source engine. Updating the engine means new games, but you'd have to completely remake CS:GO. And with CS:GO being 5-6 years old now, why bother? And if they decided to do like what they did to Half Life: Source, it'll be a huge mess that makes them even more hated.
I noticed that "dont look at things when you want to see them at a greater distance" thing a long long time ago and never really thought about it.. Can anyone explain why that actually happens? 10:34
I don't know, but I think the player's camera is a rectangle in the game world. If you rotate your camera, only the centre of the rectangle stays in place and the edges change position. Hence if you look to the bottom right, your rectangle's top left corner moves closer to the object and might get within the drawing range.
I think it actually has to do with your field of view. It's an effect called pincushion distortion, which stretches the corners of the camera's view. This is also why objects you're looking at seem closer with a lower FOV (lower FOV mean less distortion). Now I'm going on a whim here, but they might add this distortion because our eyes naturally correct this distortion, making it seem more like you're actually looking into the world instead of at a flat picture. This means that, in order to simulate this distortion, objects in the corner of your screen get drawn from farther away than objects you're looking at directly. Turning up your FOV in Minecraft (and many FPSs) demonstrates this really well.
It's just an artifact caused by trigonometry, not software tricks. Imagine that the virtual camera is a 2d equilateral triangle (as viewed from above) with one point representing where the player is, and the opposite line representing the furthest a game could render. Now, draw an imaginary line from the view point to the line opposite it, and notice it's length. If you rotate the triangle on the point, you can see that the line isn't long enough to touch any part of the line opposite the viewer point other than than the original point in the middle. Basicaly, you rotate things in a circular or spherical way, but the end of the camera is flat and linear, which is why the middle of the screen has a cut off point closer than the edges.
While I appreciate the work that went into blacksite, I am still confused to why Valve continue to develop on Source. They have already ported DOTA to Source 2, and could've started from scratch for this game mode. I see why releasing blacksite as a part of CSGO was a better decision than a standalone one, but it is just not fair to the game mode.
They wanted to get in on the Battle Royale crap before it dies off. Quickest way - just create the maps in the existing game engine. Fairly high chance something else will be the new fad later this year, so the bonus money valve can pull in needs to be grabbed now, not in 6 months.
"They have already ported DOTA to Source 2" Correct, and it was responsible for the biggest playerbase drop in that game's history. What is your point?
@@lubieplacki2772 Players complain that the Source 2 engine ruined the performance on many old PCs, which led to a decrease of the playerbase. This is a myth that we will now collapse with some data. You can find all the data on dota.rgp.io - thank you for the wonderful statistics! - but let’s have a quick look at the trends. I have manually checked multiple intervals of time for each region and calculated a very rough average, which will give us an idea of the differences. EU West - About a 50% loss. During 2014-2015 there were around 200k games played every day. The decline in this region hit the game from the end of 2015, and now we have an average of 80-100k. EU East - No sensible changes. Pretty much always around 40-50k games. Russia - No noticeable changes. About 250k daily in 2014-2015, below 200k in 2016, but in 2017 the number of games increased again. Prior the new patch there was a small decline, but now the server averages at 240-260k games daily. US - 30-40% loss. Around 100k in 2014-2015, 60k prior the new patch. They have increased by 10k in the past two weeks. 30-40% loss. SEA - even more games! 230k to 280k in 2014, more than 300k in 2015, 350k+ in 2016. The situation didn’t fluctuate with the release of Dota 2 Reborn, and the server continued having 350k and even 400k matches daily. The numbers went down to 300k before the new patch, but now are back to 330-370k. The data proves that SEA, Russia, and EU East maintained a stable number of games since 2014 - SEA even improved over time. Instead, EU West and US greatly declined. Those who say that the new graphic engine - Source 2 - killed the game are wrong, as the wealthier countries are those that lost players. Indeed, the richest regions have the money to buy and try more graphic demanding games.
@@therecentlyundeceased plus they just killed off windows xp for steam users raising the bar of system requirements so they can start porting source 2 this year.
hmm what do we have here *looks at the homophobic tweets *
5 лет назад+46
I remember I saw a cool way to deal with the "black windows" that produce func_areaportalwindow, In a hl2dm map called dm_island17, the creator made the areaportal brush larger, so it didn't hide the player when he was close to the window and then created a box (instead of the black brush that fades in) textured with the same textures inside the building but just the size of the player, so, you see the player and part of the room but not all of it, ideal for snipers. Valve, please, learn. BTW the water and radio tower could have been made visible everywhere using other way than just adding it also in the skybox, they could have compiled the models with a very large $bbox paramenter in the .qc file that covered the whole map, that would tell the engine that you were able to see it even if it was far away.
This is my first time seeing one of your videos. I really appreciate you actually going into technical detail when analyzing a game like this. As someone with some game dev experience, it's really awesome to see videos where people actually talk about the issues in depth instead of just complaining or speculating. I have a degree in game programming and this is like a flashback through some of my graphics and engine classes. Top notch job on this video!
@@Rossilaz58 For some reason you can see unloaded chunks if u don't look at them directly. But you can't see them if u look directly. That's how it works,but I dunno why
I remember when the fog on fancy graphics used to look better. Now it's been removed for some reason. Edit: I mean it was actually round so it didn't matter which way you would look.
the map design in San Andreas also made the map feel bigger, it was hard to get somewhere in a straight line and every alternate route had something interesting to see.
@@Stennishh Ehhhhh that's not a woosh. You could absolutely read the original comment as if he thought this video was recent. After the release of half life alyx. That's Probably what mr.reeve has done. Not to mention woosh is for people not getting jokes, not for general misunderstandings.
Valve have been using this sort of thing since the Citadel in HL2. some other examples would be Mercy Hospital and the Carnival in L4D 1 & 2 and the portal storm in Episode 2
This is truly fascinating. It’s a really pretty map and it’s incredible to me that Source can still work this well to this day and can still have new maps I’m 2019 which look great. It is really showing it’s age in places but this is still super impressive. I really wanna get into developing source maps as it seems like such an interesting engine to work with. It’s strange how surprisingly realistic it looks, but also at the same time it doesn’t look realistic. It’s hard to explain, but it’s like it’s a frozen real world, the graphics are realistic but things don’t move like they do in real life, and it’s like a slice of the real world frozen in time.
10:50 The same thing applies to Runescape! In old school runescape (and in older versions of RS3 before the engine update), there is a black "fog" that limits how much you can see to a very tiny area around your character. The world had always felt gigantic and seemed to have endless opportunities to explore. That changed when one day, in RS3, they updated the graphics engine to allow greater fps and MUCH greater draw distance. This of course moved the fog much further away from your character, and now the entire scale of this once seemingly endless world instead feels small or underwhelming.
Indeed. It was when they switched to HTML 5 from Java. It's good that they upgraded, but they should have kept the fog the same by default to preserve the ambiance.
even when i was playing back in 2010 barely out of elementary, the world always seemed small to me. come to think of it now, making the world appear larger might have been the only reason they limited the ability to run.
Things like occules orb (Excuse the spelling, i cant remember how its spelt) and clients like osb and Konduit also allow for far greater zoom rates and break that immersion. The full screen mode also made the game feel a lot smaller to me.
you just changed blacksite into ruinsite edit: valve used a lot of methods that I use ;) also, some props actually, do have lower detail versions when you run away from them
most low detail versions in CS:GO are used for different DX levels. Trees and such however, do not even have low detail versions (which would have saved tens of frames in this map if they bothered to do that)
never played CSGO....but damn was this interesting. I love seeing what is going on under the hood of engines like this...engines still clinging onto life-support but somehow people continue to find new tricks and workarounds to extend them.
"It might be time for Source 2" That's actually been out for a while now, Dota 2 and Artifact run Source 2. I think they might also be working on other, more shootery things for Source 2, but we'll have to wait and see how it goes.
Damn i remember back in the day I messaged this channel asking for advice on how to make a map and make certain textures invisible for css and you're still making videos, thats so cool man thanks for all your help back then
Dude, I seldomly sub but this was an instasub, you have a tone and speech that is just a bliss in the midst of screaming, over acting, over enthusiastic, theatrically raging channels imo, simply ossum cheers
@@ilovevertigo3680 I've been waiting for a new operation uggh. Then they through out blacksite. Its cool... For the first week you play it. Haven't touched it since.
Nah, CS probably have more devs working since it gets regular (and good) updates. It's more of a Source limitation. tf2 only has 2 devs working tho lmao
And you know what that's a valve problem not a me problem. It's their own fault that they don't know how to run a business correctly. The whole do what you want and employee method doesn't f****** work.
@@goodman854 Well they make a huge amount of money so they run their business correct. They just don't run it primarily as a games company but as a distributor company (steam) which also makes games
that 6:34 sounded very philosophical omg. that explains why I always feel like I am on an Art exhibit or something whenever I play here. Software rendering aside, I always love how your explanations makes the Human physique feels very... bearable. lol
That trick with the skybox and world geometry blending for the landmarks is a trick I need to rip off in my maps ASAP. Great breakdown on Source optimization!
Although i am not super interested in your content, I really enjoy your voice, it gets me calm almost instantly. (P.S I am subscribed to you on all your channels)
Same thing with disappearing objects can be observed in PUBG Mobile as far as I saw. Surprisingly it does not ruin the game. It is because of few things: - Small screens of mobile devices in most cases don't allow you to see this far without breaking your eyes (anyway, on my iPad Pro 12.9" it is visible) - It forces closer contact with other players because all objects in PUBG Mobile are indestructible so if you see someone through a wall you can't catch this person with a bullet anyway (not many weapons can shoot that far either) - It forces you to have different approach to the gameplay - you know that someone far away may see you so you must look not only on your neariest environment but also far away. Of course it breaks immersion and of course it is buggy so I don't like it at all but there were only few cases I saw it so it is not critical. And as I wrote, I see few good points.
10:33 I remember a source mod called The Battle Grounds 2. It was an American Revolution mod where we'd have line battle events. Whenever there was fog, we'd tell the whole line to look down, and then at the upper edge or corner to spot the enemy's silhouette and know where to shoot our volleys... ahh, memories...
This map looks incredibly cool! I love islands and everything ocean related, hence why the ocean portions of Half Life 2 are still incredibly cool, and therefore this is amazing! It’s incredible how such an ancient engine is still in use today too.
It's funny about the fog, I always thought it looked super cool back when it was the technical thing and everyone complained about it. I remember with Might & Magic 7 they had fog for clipping, but they also had thicker, white fog in certain areas when the weather was appropriate, and I'll always remember how comfy it made me feel.
damn, this stuff just made me appreciate Blacksite a whole lot more. The stuff from choosing where you landed seemed like obvious shortcuts and showing where the opponents were seemed questionable. but looking into it, they clearly put much MUCH more detail than initially expected.
13:54 According to Epistle 3, no, it doesn't seem like Valve was planning on making anything bigger than White Forest. Most of the game would have been in the Borealis, and the two parts that weren't -- the ice canyons and the dyson sphere --were respectively a rehash of the Combine Smart Wall from HL2, and a skybox-heavy cutscene
The worst thing LOD can do is make loading times longer since the game has to load the lower poly meshes as well as make the disk space it occupies bigger . But at the same time what would you rather, a game that takes a few seconds more to load or a game that runs in a playable manner, Isn't CSGO an FPS game where every frame counts? The argument that it's bad due to changing player cover is extremely circumstantial, and does not excuse the total lack of support for LOD in the game in the first place, especially since LOD can be disabled on specific props. It ought be easy to test the performance difference of LODs, since you can turn them on or off it in-game on the fly (on any Source game that isn't CSGO at least) L4D2 is very close to CSGO and shares a lot of props with it , so just recreate a CSGO map in L4D2 and compare the two. Blacksite runs 10 times worse than regular CSGO maps, because to save CPU usage, they forced the GPU to render more faces. They ended up with it causing more harm than good in terms of performance because they suck at their jobs, so they just removed it instead of fixing it like any good company does.
The problem with variance in tree's etc fade-distance is that each tree have their own setting, and they don't have a uniform value set from a parent-template. So a designer most likely have to hand-change things when the map was developed. And things will be left behind...
I think a lot of this video brings attention to peoples complaint of texture quality at distance, I know in games like Squad at the lowest setting for distant textures tree lines and bushes will fade from view but the second you look thru your sight you can see it all. This allows for people to scan brush lines (at long distances away) with ease to see what looks like people running out in the open only for the person doing the running seeing nothing but thick bushes and tall grass all around them in every direction. It is also like this with the small trees/brush like you mentioned at well half the time it covers (80% of your view) in a game that's made to ambush others not just camping) and it can work well as you really blend in for people around you but beyond short distance you appear as a random guy laying on the ground with easily noticeable uniforms.
@@wave531 True but now the thing is Titanfall is on a custom source if i don't telle shit And a custom engine can go far beyond the normal one (you can change every aspect of the redenr but still have the same engine name)
yeah. And dont get me started about sdk editor (hammer), That thing looks and feels straight form the 90s. Lets say, to make what would take about 5 minutes in unreal and modern engines , it takes AGES to get it done with source engine. Especially natural environments, for example trees: you just can't make forests at all, you just have to stupidly put every tree by hand and rotating the model every time. This often ends up in environments that do not look impressive at all, but they feel synthetic and fake instead, like movie sets. Surely you CAN make things look good with source engine. But it is really worth spending the time trying to push an outdated engine to its limit? Don't think so anymore in 2019 (except for modding).
I don't play battle royale games or cs go, but I watched the whole thing. Excellent combination of interesting facts, research, and entertainment. Well done.
In the old Blockade 3D there would be instances where a player would be outlined against the sky or the void next to some maps. A dark, player-shaped shadow in the fog, right within sniping range.
the grass not even trying to hide it's 2D nature actually looks pretty nice, it kinda looks like you're trampling the grass as you move
Wait, that isn't intentional? Talk about bang for your buck
Came here to say this
The Arma series did it waaaaay better. Grass gets trampled, it doesn't rotate, bushes and trees offer meaningful concealment.
zilfondel arma looks like crap
@@HarryBerry316 Makes sense Arma did it better, they use a much less constrictive engine.
All that hitman footage make me wish there was a BR game where everyone was a spy and the map was full of NPCs, and you had to find and kill other players, kind of like the old Assassin's Creed multiplayer.
Not exactly battle royale but games like your description exist
thats a gamemode in minecraft, you uncultured.
@Honudes Gai my man u hating on minecraft maybe the internet isn't for you
Sounds exactly like The Ship
I think There’s a game similar to that on roblox but it’s not br
8:11 „I haven’t trusted trees for years”
*gets Vietnam flashbacks*
It's a reference to his old mapping videos, where they always end with a tree killing him.
Woosh
I get the joke guys, I'm not that dumb. I just wanted to say what he most likely meant by that.
@@jephrey2671 its still just a joke dude
@@bingus2358 you clearly lack basic reading comprehension.
Seeing Morrowind without fog broke my heart.
You can actually make Morrowind very beautiful with the right mods, and some fog removal. Not quite Skyrim levels, but better looking than Oblivion.
@@placeholdername3206 Morrowind is a video game about Duke Nukem invading Hogwarts
Morrowind is horrible graphicly anyway especially with animations so you shouldnt mind it. Other games like Gothic 1 and II are far better with that and over all too
@@Kacpa2 bro the game is old stfu
@@realcibbanshit36 even for the time it was kinda poopy was his point you big old meanie
14:00 "Maybe the Source engine was not up to the task, and that's why we never got Episode 3" - Now we know that is EXACTLY what happened
I demand a 24-hour video of Philip just saying "nice" smoothly.
Hunter yeet
That's pretty gay, you don't say those kind of things about gods.
@@cloroxbleach9222 im sorry but gays doesnt exist
noice
@@SEPCHU How dare you, I'm a gay muslim.
8:10
“I haven’t trusted trees for years”
Excuse me while I go watch reruns of How Will He Die.
In the source sdk tutorials he hated trees
+LoganL0rd
multiple attempts on his life thru suicide bomber trees
I know that nobody will read this but For the one percent who reading this, If just a single person reads this it will make my day! ??
Actually I dont trust trees either because 90% of my accidents are related to trees from fatal to minor
This is the first time I've seen an account with no avi in a looooooong time
A map from Team Fortress 2 called Upward is made in a similar way because it's a spiral mountain and the road people must take throughout the round is always ascending. The ground on the map is made up of displacements with invisible blocks beneath them.
It was also seemingly made by a madman judging by how it was constructed.
Valve
@@gamer_x403
Yeah, I'm just pointing out the similar design principles there.
the same person designed the apartment building in ghostbusters
/watch?v=6gxCT-U7A_A
hi smiley
10:15 “there used to be a bug where you could see further when scoped in.”
uhhh
edit: woah came back over two years later to see that i have 2.4k likes on this hahah😳
Logic 100
Thank god they've fixed it.
hmmm, once i saw a bug where if you pull the trigger, weapon will shoot
it means you could see past the fog by zooming in
"And looking out the corner of your screen." *Proceeds to prove you can still look out the corner of your screen*
I'm so glad you brought up the fog effect from Morrowind.
World of Warcraft is also a very good example of how big the world looks with fog when you compare it with modern versions that cranked up view distance to a much bigger scale.
Nostalgia INTENSIFIES
Same with Runescape. The world felt huge when stuck in that shitty old tiny square of the center of your screen from 2007. Now it looks so damn tiny.
Morrowind also has the effect of objects dissapearing and reappearing depending on where your camera is pointing. It's a little jarring TBH.
Ha jokes on you I play Minecraft hunger games
you can never beat the size of a fully loaded minecraft world... and so can't your PC's memory.
We're gamers, fuck dangerzone lets go Minecraft hunger games!!!
The OG Battle Royale..
gaddem
TF2 Arena mode is actually the OG battle royale. Dated 2008
10:44 what a wonderful man, plays tag with kids in skyrim
this made me laugh way more than it should have
LMAOOOOOO
Take in he did an execution on a kid, something many wish they could do.
@@theplatdream26 what
@@theplatdream26 Nigga
I love the little fast double-take things you always do like when you turn around slowly and run that guy over at 00:27
and 10:46 too
Oh hello there
Desinc your channel is awesome, please make more half life vids
@@u3o890 gEnERAL KENoBI! YOu aRE A bOLD ONE.
make 333mph backbunnyhop in CSGO Blacksite video
DESINK WHERES MY MINECRAFT SERVER?
"Don't trust small trees on this map."
"Though, I'm well ahead of you there, I haven't trusted them for years."
Ah yes, the SDK Tutorials.
@@cibo889 Source Development Kit, the hammer tutorials.
đ Map Making
@@cibo889 3kliksphilip was making Hammer tutorials
and in most of those videos, there were trees that were attacking 3kliksphilip, etc.
it's weird, I don't *mind* the fog because the entire game looks like 2006, so I expect it to have the issues a 2006 game would have.
@@rinkot284 Literally me when i play R6S
crysis 1 did was way over 12 years ago
This really doesn't look like 2006 tho.
i don't mind the fog because i've played a lot of minecraft on a low-end computer, and therefore it comes off as something natural haha
13:15 puree savagee,he didn't have to test it.....but he did
rofl
absolute mad lad
Thank you philip very cool
Keep it up, proud of you!
No problem brother
Very very nice!
thank you doctor very nice
you're welcome
"Dont trust small trees, I haven't for years" The result of a small tree coming for you and exploding after every mapping video
2019 was 5 years ago wtf
Ikr, feels like it was 2
bro can NOT do math
@@daybrake2 ?
Even this comment was 6 months ago damn
Feels like absolutely nothing has happened after 2019
"Drawing the world as a series of rooms" also known as Binary Space Partitioning is very efficient and clever. It was used as far back as the original Doom in 1993. It is very efficient because map culling is essentially pre-calculated. The con is rooms need ceilings and you have to build the BSP tree before you can play it. Hardly an idea that should be completely abandoned, it should be expanded on. Old is not bad, new is not good, and hacks are how you accomplish real-time 3d graphics without a supercomputer.
This idea is definitely innovative for the time, but it shouldn’t be expanded on. We have procedural generation now so the room method is completely useless when stacked against that.
I mean the problem is modern developers are always pushing time constraints. So it's best to choose general solutions. BSP might work in rooms, but because they wont work in the open world they toss it out. Most simply, frustum culling. Just draw everything in front of the camera.
Why spend the time developing something if you're going to choose something else anyways.
BSP is extremely memory and disk space inefficient since every bit of data is unique, and takes a lot more man power to get proper results than can be achieved with other H-SD methods. BSP is a dead end road for rendering. It's just not viable nowadays when compared to other methods.
If we used BSP in modern games, filesizes would be out the roof, and we would all need super computers to load a single map into memory.
Correct me if I'm wrong, but I believe Source 2 completely abandoned the whole BSP thing.
From what I remember, Source 2 replaces BSP with meshes, and uses voxels for visibility calculations. I'm not sure exactly how the voxels works yet, but it seems to me like it'd be more efficient in most cases, and would require less manual work to be decent at its job.
BSP shouldn't really be expanded on, anyways. It's only really effective in interiors, and is somewhat inefficient for anything else. Definitely good for Doom and Quake, but not good for anything modern.
This is why i like you. You deliberatly said that you lowered the oblivion settings. That was so right, you make videos with all the necessery detail!
7:10 This is why I save for the scout every game
first
oi, nice channel. Please make some more Rust gameplay.
kugo is here
Your channel is dying because you only make csgo live gameplay talking with players and making bad jokes. Branch out
Come back on dark ages lmao
CS:GO logic
You can see grass from Mars but you won't see small tree from the other side of the street.
Makes sense, a tree is a complex mesh with lots of triangles while grass is a 2d Texture.
That is the efficient way....
@@Kugelschrei there is always that one person that use joke to explain something in super serious way.
@@MegaMapper I am a game designer, thus I know my performance optimization. What makes a joke funny is the truth in it. Yours only contains truth for people who don't have any knowledge about game development, thus I wanted to expand your horizon and educate you a bit.
Your joke is not holy, be prepared to get educated when you try to crack one without much knowledge about the topic.
@@Kugelschrei I am [insert occupation
, education or race here] i know this and that, your joke isn't superior to my amazing knowledge about [insert topic] so i want to insult you and show my superiority now by using words like "educate you a bit" because of insecurity. [if needed insert more insults to feel better]
I thought you were serious?
That ending "it might be time for Source 2" aged nicely
I think the map is good as it is.
It is definitely not trying to emulate PUBG where it seriously awards players who camp and stalk the whole game, watching from 3k+ distances to not get spotted.
I mean, it's pretty obvious what they are trying to do here. They want a more action paced royale game, and in doing so, they made the map smaller.
With this in mind, and all the mechanics of the game mode in play, you are not supposed to notice any of the distortions and blackouts etc. Hence the map is beautifully designed for what it's purpose is, and the engine used.
Also on the water tank and radio tower, I suppose they need that visible at all times, since it is most probably a marking tool. Wherein you can use it as a beacon to remember shit. Like I saw X at west of radio etc.
Lastly, the game is free now, if you really wanted new graphics, new engine etc. then wait for a new game and buy it. Better yet, if you still don't want to pay, then play Fortnite. It's free, and it's main purpose is battle royale, not 5v5's like CS:GO.
That inflatable crocodile was just innocently lounging, having a fun day at the beach. You monster.
R. I. P Crocodile
2018-2019
Lived a beautiful life, his parents, Valve, couldn't protect him, killed by 3kliksphilip in January 12 of 2019.
REST IN PEACE
I honestly expectecd a reference to Portal 2 YOU MONSTER!
_read this with GladOS voice_
@@themasterofdisastr1226 At least Philip didn't see a deer that day.
The big question... Did he get all of the crocodiles in the map to complete the challenge?
This is an example of Valve going to ridiculous lengths to avoid updating their games to source 2. Sure, in 2004 this level of trickery was innovative and necessary. In 2019, their reliance on the same old tricks just shows me a lack of motivation to improve. I suppose excess wealth from game sales has stolen their drive to innovate beyond what they came up with 15 years prior. The tricks valve used to pull this off are no longer impressive in 2019, but rather sad. Here's a comparison to the physical world, (absurd as the scenario may sound, I'm trying to make a point and it's the best I could come up with off the top): Imagine your cars gas pedal binds up/breaks, but you still need to get where you're going. So you adapt, reach down, and start modulating the throttle cable by hand. Sure, this trickery will get the car going, but it is far from the optimal way to be doing things... Same can be said for how valve is still "throttling by hand" in 2019. It's time to do the job right, stop with the flawed tricks, and just replace your "gas pedal" Valve! source is dated and it shows!
Valve is avoiding "upgrading" to Source 2 because they know that that engine is non-functional. It's an unoptimized mess. Dota 2 and Artifact players know that too, but they don't have much of a choice besides quitting the game (which many did, for both games).
@@lubieplacki2772 Wow, Valve's software development has slipped farther than I thought. Guess they can't really be considered game developers anymore... Perhaps they are stringing out their current titles as long as they'll go, and then they will just focus on digital distribution after those revenue streams die.
well regardless of whatever the future holds for valve, its not looking very promising for their titles at the moment
@@DeadlyNerotoxins they are making 3-5 games right now
Watch valve news network
@@skinnybuggo Been waiting, for years,and also watching VNN, for years. Trust me, I want to see those new titles aswell.
Well, when they get Source 2 optimized and ready, they can start with new games. CS:GO would need a full remake. 100% conversion. Just like how Black Mesa is a full remake of Half Life. Deal is, CS:GO is still on the Source engine. Updating the engine means new games, but you'd have to completely remake CS:GO. And with CS:GO being 5-6 years old now, why bother?
And if they decided to do like what they did to Half Life: Source, it'll be a huge mess that makes them even more hated.
This video was very well-made, leading to a better understanding and appreciation of the map. *Nice.*
13:49 That was literally the hardest level in all of the half life series. It took me hours to kill those damn striders and hunters.
this video was so well made that it made me feel smart, as if i understood all the complicated shit i just saw
I noticed that
"dont look at things when you want to see them at a greater distance"
thing a long long time ago and never really thought about it..
Can anyone explain why that actually happens? 10:34
I don't know, but I think the player's camera is a rectangle in the game world. If you rotate your camera, only the centre of the rectangle stays in place and the edges change position. Hence if you look to the bottom right, your rectangle's top left corner moves closer to the object and might get within the drawing range.
@@diosealorwh Sounds accurate, thanks!
I think it actually has to do with your field of view. It's an effect called pincushion distortion, which stretches the corners of the camera's view. This is also why objects you're looking at seem closer with a lower FOV (lower FOV mean less distortion). Now I'm going on a whim here, but they might add this distortion because our eyes naturally correct this distortion, making it seem more like you're actually looking into the world instead of at a flat picture. This means that, in order to simulate this distortion, objects in the corner of your screen get drawn from farther away than objects you're looking at directly. Turning up your FOV in Minecraft (and many FPSs) demonstrates this really well.
It's just an artifact caused by trigonometry, not software tricks. Imagine that the virtual camera is a 2d equilateral triangle (as viewed from above) with one point representing where the player is, and the opposite line representing the furthest a game could render. Now, draw an imaginary line from the view point to the line opposite it, and notice it's length.
If you rotate the triangle on the point, you can see that the line isn't long enough to touch any part of the line opposite the viewer point other than than the original point in the middle.
Basicaly, you rotate things in a circular or spherical way, but the end of the camera is flat and linear, which is why the middle of the screen has a cut off point closer than the edges.
I like how every comment has a different theory and they all make sense.
Poor Philip has been blown up by small trees since his Hammer tutorials!
While I appreciate the work that went into blacksite, I am still confused to why Valve continue to develop on Source. They have already ported DOTA to Source 2, and could've started from scratch for this game mode. I see why releasing blacksite as a part of CSGO was a better decision than a standalone one, but it is just not fair to the game mode.
They wanted to get in on the Battle Royale crap before it dies off. Quickest way - just create the maps in the existing game engine. Fairly high chance something else will be the new fad later this year, so the bonus money valve can pull in needs to be grabbed now, not in 6 months.
"They have already ported DOTA to Source 2"
Correct, and it was responsible for the biggest playerbase drop in that game's history. What is your point?
@@lubieplacki2772 Players complain that the Source 2 engine ruined the performance on many old PCs, which led to a decrease of the playerbase. This is a myth that we will now collapse with some data.
You can find all the data on dota.rgp.io - thank you for the wonderful statistics! - but let’s have a quick look at the trends. I have manually checked multiple intervals of time for each region and calculated a very rough average, which will give us an idea of the differences.
EU West - About a 50% loss. During 2014-2015 there were around 200k games played every day. The decline in this region hit the game from the end of 2015, and now we have an average of 80-100k.
EU East - No sensible changes. Pretty much always around 40-50k games.
Russia - No noticeable changes. About 250k daily in 2014-2015, below 200k in 2016, but in 2017 the number of games increased again. Prior the new patch there was a small decline, but now the server averages at 240-260k games daily.
US - 30-40% loss. Around 100k in 2014-2015, 60k prior the new patch. They have increased by 10k in the past two weeks. 30-40% loss.
SEA - even more games! 230k to 280k in 2014, more than 300k in 2015, 350k+ in 2016. The situation didn’t fluctuate with the release of Dota 2 Reborn, and the server continued having 350k and even 400k matches daily. The numbers went down to 300k before the new patch, but now are back to 330-370k.
The data proves that SEA, Russia, and EU East maintained a stable number of games since 2014 - SEA even improved over time. Instead, EU West and US greatly declined.
Those who say that the new graphic engine - Source 2 - killed the game are wrong, as the wealthier countries are those that lost players. Indeed, the richest regions have the money to buy and try more graphic demanding games.
@@therecentlyundeceased plus they just killed off windows xp for steam users raising the bar of system requirements so they can start porting source 2 this year.
Just don't complain after Source 2 shits in CS:GO's or TF2's face after you asked for the port for so long.
Can't harm the willing, right?
You have provided me with ancient vibes, of coming home to see Brum on the TV.
Thank you, CBBC man.
Also. Informative watch. Appreciate it.
Lmao explain
8:08 *flashbacks of dozens of trees killing people on almost every philip video*
Really?
Pull up Blacksite’s Tweets from 10 years ago
Aivan Bolambao LMAO
hmm what do we have here *looks at the homophobic tweets *
I remember I saw a cool way to deal with the "black windows" that produce func_areaportalwindow, In a hl2dm map called dm_island17, the creator made the areaportal brush larger, so it didn't hide the player when he was close to the window and then created a box (instead of the black brush that fades in) textured with the same textures inside the building but just the size of the player, so, you see the player and part of the room but not all of it, ideal for snipers. Valve, please, learn.
BTW the water and radio tower could have been made visible everywhere using other way than just adding it also in the skybox, they could have compiled the models with a very large $bbox paramenter in the .qc file that covered the whole map, that would tell the engine that you were able to see it even if it was far away.
probably just easier to put it on the skybox
That is a great insight on dm_island17, thank you.
@@Mreoewwmrow and more resource efficient since they are presumably lower poly
You can see *2D to 3D transitions on tree's* even more clearly in Zoo Tycoon 2 😉
zt3 when
Bloop bleep blooo blooo
in Empire Earth 1 too
GTA San Andreas
This is my first time seeing one of your videos. I really appreciate you actually going into technical detail when analyzing a game like this.
As someone with some game dev experience, it's really awesome to see videos where people actually talk about the issues in depth instead of just complaining or speculating.
I have a degree in game programming and this is like a flashback through some of my graphics and engine classes. Top notch job on this video!
"If you want to see as far as possible, don't look directly at things."
-minecraft players
What
@@Rossilaz58 For some reason you can see unloaded chunks if u don't look at them directly. But you can't see them if u look directly. That's how it works,but I dunno why
I remember when the fog on fancy graphics used to look better. Now it's been removed for some reason.
Edit: I mean it was actually round so it didn't matter which way you would look.
@@berni2905 it wasn't round, it was round-ish, so the corners would let you see a bit more.
@@FalB27 Maybe, but the point is that it looked more natural and didn't change when you moved your head.
This was actually really educating and interesting.
To be honest, your voice hypnotized me more.
"I don't know why I had to test this. But I did." -every 3kliksphilip video ever
*don't
8:10 “I haven’t trusted trees for years”, Me neither since they started speaking Vietnamese.
Blacksite's use of billboard foliage is a great achievement considering source engine has a hard limit to how many are allowed when compiling a map.
The source engine was made with the best future planning Ive seen.
True
I wish this game had a "Swat 4" style mission co-op mode
cs condition zero 2 electric boogaloo when
Swat 4 is a more tactical game and CSGO isnt, go play Swat 4 and wait for Ready or Not
dz_blackout_windows
I'mma add this random reply to make you feel more important.
Love ya zool
10:54 GTA: San Andreas was a game that had a shit ton of fog and made the map look a lot bigger than it actually was
the map design in San Andreas also made the map feel bigger, it was hard to get somewhere in a straight line and every alternate route had something interesting to see.
5years later and whole san andreas map can be explored in gmod lol
Hearing that you say "that's why we don't get episode 3" after HLA release is weird.
lmao yeah
look at the release date of the video
@@alexreeve r/whoosh
@@Stennishh Ehhhhh that's not a woosh. You could absolutely read the original comment as if he thought this video was recent. After the release of half life alyx. That's Probably what mr.reeve has done. Not to mention woosh is for people not getting jokes, not for general misunderstandings.
@@dumchican I didn't think tbe video was recent, but just generally seeing old HL3 memes again after HLA feels weird
12:40
They're good visual landmarks to see where you are :)
Valve have been using this sort of thing since the Citadel in HL2. some other examples would be Mercy Hospital and the Carnival in L4D 1 & 2 and the portal storm in Episode 2
@@Eira_ Its basic (good) map design things :p
okey this is epic
Spetz Haz yos
NEXT MEME!
0:27 *insert to be continued meme here*
Something about Chungus? The over-used meme...
every joke is -50000000000% funnier with that meme
@@AyedRUclips well thats like youre opinion man...i personaly like that meme
R.I.P.
also at 10:44
7:40 "....Nice."
That got me to like the video. Real respects real respects real
The editing in this video is very subtle but well executed. I dig it, nice work.
This is truly fascinating. It’s a really pretty map and it’s incredible to me that Source can still work this well to this day and can still have new maps I’m 2019 which look great. It is really showing it’s age in places but this is still super impressive. I really wanna get into developing source maps as it seems like such an interesting engine to work with. It’s strange how surprisingly realistic it looks, but also at the same time it doesn’t look realistic. It’s hard to explain, but it’s like it’s a frozen real world, the graphics are realistic but things don’t move like they do in real life, and it’s like a slice of the real world frozen in time.
10:50 The same thing applies to Runescape! In old school runescape (and in older versions of RS3 before the engine update), there is a black "fog" that limits how much you can see to a very tiny area around your character. The world had always felt gigantic and seemed to have endless opportunities to explore. That changed when one day, in RS3, they updated the graphics engine to allow greater fps and MUCH greater draw distance. This of course moved the fog much further away from your character, and now the entire scale of this once seemingly endless world instead feels small or underwhelming.
Indeed. It was when they switched to HTML 5 from Java. It's good that they upgraded, but they should have kept the fog the same by default to preserve the ambiance.
All the points of interest in runescape are like right next to each other lol. They really screwed that up.
even when i was playing back in 2010 barely out of elementary, the world always seemed small to me. come to think of it now, making the world appear larger might have been the only reason they limited the ability to run.
Things like occules orb (Excuse the spelling, i cant remember how its spelt) and clients like osb and Konduit also allow for far greater zoom rates and break that immersion.
The full screen mode also made the game feel a lot smaller to me.
you just changed blacksite into ruinsite
edit: valve used a lot of methods that I use ;)
also, some props actually, do have lower detail versions when you run away from them
most low detail versions in CS:GO are used for different DX levels. Trees and such however, do not even have low detail versions (which would have saved tens of frames in this map if they bothered to do that)
I actually was souposed to say it like that :D, thanks, for explaining my commment, @@doubled6490
never played CSGO....but damn was this interesting. I love seeing what is going on under the hood of engines like this...engines still clinging onto life-support but somehow people continue to find new tricks and workarounds to extend them.
"Don't trust small trees... though, i'm well ahead of you there. I haven't trusted them for years..."
What a neat shoutout to mapping tutorials ^w^
"It might be time for Source 2"
That's actually been out for a while now, Dota 2 and Artifact run Source 2.
I think they might also be working on other, more shootery things for Source 2, but we'll have to wait and see how it goes.
Suuuuper late but it turned to be true, they made Alyx.
my man out here predicting the future
2:08 This Minecraft mod looks cool!
2019: People Criticize Csgo
2024: People Miss Csgo
8:53 3kliksEMINEM
3kliksmarshall
Rap god
lmaao
Damn i remember back in the day I messaged this channel asking for advice on how to make a map and make certain textures invisible for css and you're still making videos, thats so cool man thanks for all your help back then
Dude, I seldomly sub but this was an instasub, you have a tone and speech that is just a bliss in the midst of screaming, over acting, over enthusiastic, theatrically raging channels imo, simply ossum cheers
0:26 Why did you have to drive over that poor bloke.
Because civilians
I totally forgot about this game mode lol
I dont blame ya its a shit game mode,maybe because we are sick of battle royale games,idk why does valve not gives an operation we all want it
How it's shoved I'm your face when your on the main menu and I think the dashboard
How it's shoved I'm your face when your on the main menu and I think the dashboard
@@ilovevertigo3680 I've been waiting for a new operation uggh. Then they through out blacksite. Its cool... For the first week you play it. Haven't touched it since.
@@dereinzigetotjustcallmedot2050 i think not everyone has the danger zone as what comes up first, i dont
To be fair, CS has like 2 developers and they’ve been making this for like 2 years
Nah, CS probably have more devs working since it gets regular (and good) updates. It's more of a Source limitation.
tf2 only has 2 devs working tho lmao
And you know what that's a valve problem not a me problem. It's their own fault that they don't know how to run a business correctly. The whole do what you want and employee method doesn't f****** work.
@@goodman854 Well they make a huge amount of money so they run their business correct. They just don't run it primarily as a games company but as a distributor company (steam) which also makes games
Luckily they just expanded the cs dev team
@@TwenOalley dafuq?
that 6:34 sounded very philosophical omg. that explains why I always feel like I am on an Art exhibit or something whenever I play here. Software rendering aside, I always love how your explanations makes the Human physique feels very... bearable. lol
That trick with the skybox and world geometry blending for the landmarks is a trick I need to rip off in my maps ASAP. Great breakdown on Source optimization!
Although i am not super interested in your content, I really enjoy your voice, it gets me calm almost instantly. (P.S I am subscribed to you on all your channels)
“there used to be a bug where you could see further when scoped in.”
i thought scopes did scope in...
10:45 that's brutal
Mimiyo he’s playing tag with a little girl looks like she got tagged
Same thing with disappearing objects can be observed in PUBG Mobile as far as I saw. Surprisingly it does not ruin the game. It is because of few things:
- Small screens of mobile devices in most cases don't allow you to see this far without breaking your eyes (anyway, on my iPad Pro 12.9" it is visible)
- It forces closer contact with other players because all objects in PUBG Mobile are
indestructible so if you see someone through a wall you can't catch this person with a bullet anyway (not many weapons can shoot that far either)
- It forces you to have different approach to the gameplay - you know that someone far away may see you so you must look not only on your neariest environment but also far away.
Of course it breaks immersion and of course it is buggy so I don't like it at all but there were only few cases I saw it so it is not critical. And as I wrote, I see few good points.
10:33 I remember a source mod called The Battle Grounds 2. It was an American Revolution mod where we'd have line battle events. Whenever there was fog, we'd tell the whole line to look down, and then at the upper edge or corner to spot the enemy's silhouette and know where to shoot our volleys... ahh, memories...
Valves csgo dev team should hire you. Even if you only give tips and ideas and critique them. It would be a good choice
you do realise that literally anyone can do what he does with a bit of google research?
@@divorcegaming2881 ok diy self then instead of sitting and bitching on a compliment not said towards you
@@divorcegaming2881 this is true, but he does this for a living, so why not
wilmer lindberg you are damn right.
You are an idiot.
This map looks incredibly cool! I love islands and everything ocean related, hence why the ocean portions of Half Life 2 are still incredibly cool, and therefore this is amazing! It’s incredible how such an ancient engine is still in use today too.
Thank you mapper man, may you be blessed by the Source Engine and Hammer Editor.
No problem
It's funny about the fog, I always thought it looked super cool back when it was the technical thing and everyone complained about it. I remember with Might & Magic 7 they had fog for clipping, but they also had thicker, white fog in certain areas when the weather was appropriate, and I'll always remember how comfy it made me feel.
damn, this stuff just made me appreciate Blacksite a whole lot more. The stuff from choosing where you landed seemed like obvious shortcuts and showing where the opponents were seemed questionable. but looking into it, they clearly put much MUCH more detail than initially expected.
8:56 Eminem would be proud
0:26 *TO BE CONTINUED*
What I gathered:
Modern problems require modern solutions.
Just a great video. Well structured and kept my adhd ass completely entertained the whole time. Props m8!
13:54
According to Epistle 3, no, it doesn't seem like Valve was planning on making anything bigger than White Forest. Most of the game would have been in the Borealis, and the two parts that weren't -- the ice canyons and the dyson sphere --were respectively a rehash of the Combine Smart Wall from HL2, and a skybox-heavy cutscene
I was waiting for this weeks video for soo long :)
You mean like a week?
@@jonsontoastbrot1965 Thats the Joke ;}
wtf is ur profile pic
@@midlowreborn its shroud
@@midlowreborn Its Lord Shroudie
The worst thing LOD can do is make loading times longer since the game has to load the lower poly meshes as well as make the disk space it occupies bigger
. But at the same time what would you rather, a game that takes a few seconds more to load or a game that runs in a playable manner, Isn't CSGO an FPS game where every frame counts? The argument that it's bad due to changing player cover is extremely circumstantial, and does not excuse the total lack of support for LOD in the game in the first place, especially since LOD can be disabled on specific props.
It ought be easy to test the performance difference of LODs, since you can turn them on or off it in-game on the fly (on any Source game that isn't CSGO at least) L4D2 is very close to CSGO and shares a lot of props with it
, so just recreate a CSGO map in L4D2 and compare the two. Blacksite runs 10 times worse than regular CSGO maps, because to save CPU usage, they forced the GPU to render more faces. They ended up with it causing more harm than good in terms of performance because they suck at their jobs, so they just removed it instead of fixing it like any good company does.
@Pure Hello there Reddit, no need to get your expertise in a twist for mentioning LOD.
@Pure Doom is still perfect.
"But particularly in earlier games, like Oblivion, it's easy to spot the low quality models"
Roblox terrain: *Am I a joke to you?*
The problem with variance in tree's etc fade-distance is that each tree have their own setting, and they don't have a uniform value set from a parent-template. So a designer most likely have to hand-change things when the map was developed. And things will be left behind...
I think a lot of this video brings attention to peoples complaint of texture quality at distance, I know in games like Squad at the lowest setting for distant textures tree lines and bushes will fade from view but the second you look thru your sight you can see it all. This allows for people to scan brush lines (at long distances away) with ease to see what looks like people running out in the open only for the person doing the running seeing nothing but thick bushes and tall grass all around them in every direction. It is also like this with the small trees/brush like you mentioned at well half the time it covers (80% of your view) in a game that's made to ambush others not just camping) and it can work well as you really blend in for people around you but beyond short distance you appear as a random guy laying on the ground with easily noticeable uniforms.
0:27 Sir, you've commited crime against Altis and it's citizen, pay the fee or face the blade of justice.
Source it's just outdated, it was a great engine for it's time but for today standards it's just unacceptable
How is it outdated? Titanfall 2 looks pretty good.
@@wave531 True but now the thing is Titanfall is on a custom source if i don't telle shit
And a custom engine can go far beyond the normal one (you can change every aspect of the redenr but still have the same engine name)
Source 2 has been around since 2015 tho only Dota 2 and Artifact use it...
yeah. And dont get me started about sdk editor (hammer), That thing looks and feels straight form the 90s. Lets say, to make what would take about 5 minutes in unreal and modern engines , it takes AGES to get it done with source engine. Especially natural environments, for example trees: you just can't make forests at all, you just have to stupidly put every tree by hand and rotating the model every time. This often ends up in environments that do not look impressive at all, but they feel synthetic and fake instead, like movie sets. Surely you CAN make things look good with source engine. But it is really worth spending the time trying to push an outdated engine to its limit? Don't think so anymore in 2019 (except for modding).
but the nostalgia tho
Did 3kliksphilip
just show a gameplay of hitman 2 besides cs:go?
I don't play battle royale games or cs go, but I watched the whole thing. Excellent combination of interesting facts, research, and entertainment. Well done.
I'm impressed. Besides opening this video for nothing but passing the time, I learned something valuable.
Seems like Valve is stuck in a Bethesda hole, just keeps adding more band-aids to their ancient engine.
Everyone does, RDR2's engine is an old table tennis game engine
"it might be time for source 2. and half life 3" :D the gamers mantra... well.. now we will have at least source 2 ;)
and half life 3
it would appear that Valve agreed with your closing statements. HL: Alyx hype!
Very nice video man! Really enjoyed hearing about the technical details of the engine. Make more!
In the old Blockade 3D there would be instances where a player would be outlined against the sky or the void next to some maps. A dark, player-shaped shadow in the fog, right within sniping range.