I think about this fact a lot, when i think of CSGO youtubers, i imagine someone playing the game competitivly shootin the shit with friends etc, but oddly enough, one of the largest CSGO youtubers, is just a dude who rambles about compleltly unimportant random topics and its so funny to me
Quick question: What is the precise chemical composition and function of the highly efficient and widely used firefighting agent known as monoammonium phosphate (MAP), which is commonly found in the pressure vessels of fire extinguishers, and how does it effectively combat different classes of fires, namely those involving ordinary combustible materials (Class A), flammable liquids and gases (Class B), and energized electrical equipment (Class C)?
So the reason why ambient occlusion appears on the extinguisher - despite the option being disabled - is because in the PBR system, one of the layers aside from diffuse, specular, normal etc, is AO. You can include a baked in AO map that is calculated offline, and included as part of the PBR material. It's a prop that doesn't move and doesn't change shape, so it works perfectly.
Its not even necessarily baked AO, transgressing PBR by adding some shading information inside of the diffuse map, or a combination of diffuse/spec/gloss you could have the same effect/information in the assets baked textures. But yeah, that allows you to save a whole grayscale texture, but quite frankly in most cases its not even noticeable and it could create lighting issues, for instance, if you add a light source really close to the center of the hydrant, whether its fire, or a bulb, it might look weird to have that sharp shading around the metal pieces, as obviously light would go there in these lighting conditions. (hi im a game dev working on environment assets btw)
I think AO map also hides the reflections in those parts of the model where it is dark, at least in Unity. So you won't get that skybox blue shining inside the nostrils or collars. It's quite handy in that regard :P
@@NinjaViking1337 You can see at 0:34 it is indeed a baked map. The AO is using an explode bake to make sure no large occlusion is in the AO. You can also see the diffuse map is completely unlit, as it should be for PBR. These are standard modern day model practices, what you are talking about is done, but usually reserved for stylized games.
@@JordanMossy Yeah sorry I think I was not clear enough I just meant that shading info doesnt even "have" to come from an AO map necessarily. You're 100% correct
I think its especially funny because we're reaching the point where people see more realistic lighting and unknowingly believe its less realistic, because their minds are tuned to how movies and video games are lit to look pleasing to our eye, whereas reality is relatively pretty flat and can look uninteresting.
Well its kind of the "issue" i would say with fiction, have someone hear what a real silenced gun sounds like they'll feel like they just learned santa isnt real.
I work as a game dev and I specialize in "realism", and I tell you, quite often you can't even mimic reality 100% because it looks fake, even though it actually exists in the world in that way.
@@NinjaViking1337 I also work in game dev, i know what you mean, but as technology advances we move closer and closer to being able to apply real world techniques to the virtual world, lighting nowadays with ray tracing is near identical to how it is in reality, methods like baking lighting into your levels is being phased out, etc.
This reminds me a lot of the Fox Engine demos Kojima Productions put out when MGSV was in development. They rendered remarkably realistic looking completely static office environments. And then didn't actually use any in the game lol.
I think the only thing needed in graphics nowadays is a dust layer on everything, even if small, as everything looks too clean even when devs add imperfections and scratches they mostly forget dust that makes shiny stuff less shiny, and we end up with perfect chromes and mirrors, and almost invisible glass. Randomly generated scratches/ imperfections and dust layers on textures would be cool, so in-game models don't look copy pasted. Hopefully in the future path-tracing can be run on the cheapest GPU and it replaces rasterization.
Most assets already do that to some extent, as that's usually one of the basic texturing steps that doesn't take a lot of effort due to current tools. I think the issue is more that raytracing tends to makes the reflections more prominent than the incorrect reflections on raster rendering does. And assets are authored using raster mainly so artists tend to leave more clear specular in than needed. Same issue is with games that have raytracing mode, but the art side and lighting is done while using raster only, as it's still the default. At least that's my anecdotal take from my own experience.
@@g76agi You’re right, dust getting kicked up by explosions is way too realistic and could never work in CS. Imagine how terrible grenades or the C4 going off would be in this hypothetical scenario
3D Artist here, the AO on the fire stinguinsher is baked on the texture, when we texture models using softwares like Substance Painter, we usually bake the AO onto the mesh, it is also used for smart masks
@@gabrielson3 It actually exactly what he says "i'd presume it to be precalculated lighting thats baked into the models textures before hand". Which is why its still there when post-processing AO is disabled, because its baked into the textures/Material.
Watching this at half past midnight being very sleepy and the video feels like a fever dream. Ill have to check on it tomorrow if Philip is really losing his marbles or if I'm just too drowsy to understand what is going on. Goodnight everyone.
The reason 5:14 looks off is because it's getting reflections from the cube map of that hallway, which is rather large. So even though the extinguisher is in a dark corner, the reflections that it is using are likely coming from a brighter part of the hallway captured further on the left near the light source. As a result the extinguisher looks too bright especially on its backside. Not sure about Source but in UE4/5 you can place a reflection sphere with a tiny radius near the extinguisher to somewhat mitigate this issue, however using small captures like this tends to create other visual anomalies. Cube maps are a pain for environments such as this, there's always a spot that never looks good. Luckily RT reflections will fix such annoyances in the future.
The comparison between the different extinguishers in the same engine is so fascinating. Just goes to show its all about the lighting/art direction. Valve's focus on "simple" art direction sells me on photorealism 100x more than other games.
Reminds me of Mirrors Edge which somehow looked insanely good for its time, with its art style being very uniform and just highlighting a few pieces. Our brain always gets happy when it doesn't get overloaded with information. Also for a competitive shooter it's nice not to have too many distractions.
Yeah, Mirror's Edge did look really good, almost like GoPro footage. One game I always found impressive and underrated was Condemned: Criminal Origins. The environments looked amazing, especially for a launch XB360 title. Up close, the textures could look super low res, but from a distance, they could make a wall look lifelike. Especially coupled with sone bump mapping, and the way your (also realistic) flashlight played off these textures, it honestly holds up pretty well today...
Thats becouse of prebaking aka baking in some lighting into the texture. HL2 does this too compare it with contemporealy 2004 games like doom 3 that does all lighting in real time, HL2 does prebake most of the lighting using Path Traycing (yes That Path Treycing that you cant run in real time eaven on RTX 4090 without relaying on DLSS and agressive denoising becouse you run les then 10 rays per pixel in comparason for prebaking we are taklking about thousents of rays) if you get your hands on realese day build of HL2 try using mat_dxlevel_70 to force the game to run in directx 7 (it does run on geeforce 256 from 1999) you can see it still look ok becouse the game still uses prebaked lighting. Mirrors Edge did too hevyli relied on prebaked lighting.
When baking PBR maps in Adobe Substance Painter, you have the option to precalculate Ambient Occlusion on the model. I oftentimes bake the AO in both the Albedo and the AO Channel (or just the Albedo if AO maps aren't available for the engine I am using) because it looks really nice when it's on both. Source 2 on the other hand seems to be one of the few engines that take full advantage of prebaked AO and makes it look REALLY good. I appreciate that. I can't wait for more S2 games to come out because it's PBR capabilities look so wonderful.
@@_grofA it hurts me, too. I stayed on the old Substance Painter that was still owned by the old company for as long as I could until the share website only worked on Adobe versions of Substance 💔
@xweert711 Putting that baked AO in the diffuse can give a good effect but having it separated as a channel in engine has much bigger advantages as AO that's in your diffuse doesn't change based upon your lighting. But, Pre calculated, bakedAO in engine (not in diffuse) is effected by lighting. When a light shines directly at an area with AO, it's occlusion disappears, meaning having the object in different orientations is possible without breaking the effect of the AO. Not to mention, PBR generally as a rule of thumb on realism, you shouldn't put shadows or AO in your Diffuse maps.
Bruh, are you some super llm? There's no way you can watch so many videos just as they come out and come up with comments that a lot of people agree with.
As someone who creates and uses PBR textures to texture assets it's always fun to hear your perspective on how these things are used in games! Also, I feel the pain of whoever has made this fire extinguisher. That error you pointed out where the rim looks like it's being reflected on the metal hull while in reality the normal map is just messed up... I've been there way too often.
Yeah, it's either the normal map from the exterior ring, in theory you should bake all separate mesh pieces as separate. Or it's the AO from their initial bake, that's been used as roughness and color. Artists do get lazy sometimes and overlay the AO map on top of the roughness/color to give it some extra depth. Usually you'd use the AO as starter for your dust and dirt textures, those areas should never be black and 100% rough.
@@Phant0m2008 I would assume it's the normal from the ring that's clipping into the main body. That usually creates these kinds of artifacts. Can't fault the artist though, it's a tiny little thing on a random fire extinguisher that nobody (but Philip) will ever notice. Not worth fixing or making an explosion bake for tbh
The fire extinguisher looks weird on newk because they're in green-walled spaces but there's not a weird greenish reflection on the glossy body in those spaces. The reflection off the office example feels correct imo because the room it's in is incredibly neutral and open.
The more I watch this man, the more I am captivated with his way of making videos and the more I want to receive that beta access to discover the beauty of CS2.
the title of this and even just the subject of the video all really remind me of "this is not a pipe" by René Magritte, where we are getting so close to real now in graphics and digital media that we need to remind ourselves, "this is not a pipe", and look for anything that could tell us if something is definitively real or fake.
Philip genuinely gets me excited about these things too. I end up firing up my PC and marveling at them myself. I find so much to learn in seemingly simple things, that are much more complex under the surface. Love it
don’t worry, Phillip, even if it may seem like all the playerbase cares only about their FPS numbers, there will always be people like us who love with their eyes and will enjoy every single tiny detail in CS2 on very high settings
I think it would actually be pretty cool to make temporary smokescreens when shooting a fire extinguisher in csgo adds even more depth to potential gameplay tactics
The weird reflection quirk is actually a quirk in Adobe Substance Painter (and many other baking softwares) what happens is that when you go to bake high-low poly, meshes that are very close together are confused with a part of the model that should be baked into the low poly the way you would fix this is to separate the bakes by mesh name, so for example there would be a clamp_low and clamp_high and there would also be a extinguisher_low and extinguisher_high, this tells the program that these are two separate meshes and that they don't need to be baked into each other. although this would be a very tedious process for something as small as a fire extinguisher.
What's cool to me about CS2 graphics is that as a competitive game, the developers need to target a lower spec to make sure that most gamers can play the game at high frame rates, and they also need to make sure that any increase in graphical fidelity doesn't result in a worse competitive experience. But these limitations actually improve CS2's graphics, because the developers have to target a more "realistic" look rather than a prettier one. So many AAA games go for grandeur and splendid vistas these days that a more subdued and realistic look feels unique.
"I'm gonna show you how the same spot _used_ to look like in the previous Counter-Strike games. Are you ready?" Oh, I'm sure it's not that ba-WHAT THE SCALLOP!?!
These are the things I love, it's too much to look at such a huge plethora of changes, but I can easily listen to somebody passionately rant about a small detail that nobody else would have noticed any day. It reminds me of how @RRSlugger can spin such a beautiful and passionate video about an old lego set with a very small handful of pieces. also the end XD
"Simplicity punching well above its weight in the graphics department" basically describes Mirror's Edge. That was the first game I saw where you could (at certain moments in the game) take a screenshot and not be able to point at anything "wrong" in it. A lot of Mirror's Edge doesn't look quite photorealistic, but if you're willing to cherry pick then it contains a lot of very real looking moments.
Looking at a video about a fire extinguisher in a video game when my job is inspecting and other stuff regarding fire extinguishers is kinda really funny, cuz its pretty accurate, even the fact that on Nuke there is a different type of fire extinguisher for where the nuclear material is :P
2:47 I've worked with source 2 a little bit, a texture as you know, is now PBR, and one of the channels is AO, so it is pre-baked ambient occlusion in the extinguisher's texture.
Maybe I'm imagining things but it seems like the bitrate on this video is really low in 1080p, even during the comparison at 3:45 I can see visible compression artifacts around the hose and other edges of the extinguisher, on a still frame. I actually swapped to 4k to get a higher bitrate because of it.
5:06 I think it also explains why most photorealistic mods in other games get showcased in overcast settings, because of its lighting and shadow simplicity it adds more to the feeling and look of it being realistic.
I will admit when you showed this off in the office comparison video, the fire extinguisher stuck out like a sore thumb with how good it looked in the scene
It is so cozzy to see such a long-living youtuber to talk about computer graphics again and again when multiple generations of games have passed and been disscused here on this very channel ^_^
It's a desaturated area with little contrast which makes it look more like a random photo of a fire extinguisher from a cgi one. I think the baked lighting does most of the work and it's a simple area of little reflections so it will look better than other places
I was gonna say, the thumbnail of your Office comparison video looked like a photograph to me. It lost a lot of that at full resolution, but the lightmapping was on point at least. That's always been Source's strength, having good enough lighting to look real-ish if you literally squint, or blur the screen. Almost like an impressionist painting.
Id say the biggest things that are missing is the ambient occlusion that should be between the extinguisher and the wall, and the material of the rubber hose is a big to matte and uniform
I kind of want to see Phillip try his hand at map making again, trying to make as realistic a source 2 map as possible while still making it functional and playable. Ngl, I’d probably play CS again if those kinds of map became popular.
The immediate giveaway for me was the shadow, it's heavily banded, like there are 20 individual light sources or reflections coming from very slightly different angles. It's definitely just an artifact of the automatic shadow generation. Applying an edge respecting, convolutional iteration on the shadow's texture to blend the angles into a smoother gradient without blurring the natural hard edge of the shadow itself SHOULD result in a more realistic looking shadow overall.
Being able to shoot the extinguishers to expel a very short timed co2/dry chem cloud.....would come in handy in certain ways. Weather to distract, or create a quick concealment. But that's stuff I have fun with. I'm not competitive.... life is too short to take gaming serious.
I still remember Valve (or... Turtle Rock?) faking shadows on the handles on the CSS filing cabinet's texture itself, yet it's still kinda of convincing and still looks good (in your average lighting setup) Those filing cabinets fit right into the archive room of the RPD in Resident Evil 2: Source, and is probably the best looking prop in that room, partly due to the fake baked in shadows.
So they made a new fire extinguisher with 4x the polygons - great, but what about the paper rolls/ towels at 3:57 o the shelf? They didn´t change, still looking not very round....
Fire protection technician here! This model is missing a few things that I would need to check in order to certify it. I would need to check the fabrication date, the date it was last hydro-tested, the serial number, and (ideally) the manufacturer. It also looks like it's missing the needle from it's pressure gauge, which is obviously an immediate fail. It makes sense that this would be a dry-chem ABC extinguisher if it's in an office!. ABC extinguishers are a little overkill for the average office, but are produced in such large quantities that they're relatively affordable. They work on everything a person is likely to encounter in day-to-day life EXCEPT oil fires in a kitchen. This type of extinguisher works by being filled with a powder (hence "dry chemical") and an inert gas (typically nitrogen). When you squeeze the handle, the gas pushes the powder out the nozzle and all over the thing that's burning. Something everyone should do with their extinguishers once a year or so is pick them up, hold them against their ear, and flip them upside-down. If your powder is healthy/not wet, you should hear a slight hiss followed by a soft thwomp as the powder falls from the bottom of your extinguisher to the top. If you don't hear anything, your extinguisher might be dead! Take it to a local extinguisher shop and have them take a listen. In Canada, where I am, it is legally required that a certified fire protection technician inspect extinguishers in commercial buildings annually, and that they be discharged and recharged by a shop every six years. Realistically speaking, I would trust a fire extinguisher in a residential environment to do its job for at least a decade provided the powder is healthy and the pressure is safe. Also yes the other extinguisher is real.
Ambient Occlusion can be baked into a separate texture and added on top in the shader, which is why it still comes up when ambient occlusion is turned off.
I quite literally AM a licensed portable fire extinguisher technician. The photo at 2:08 IS real and what really gives it away is that the needle is slightly out of the green. We'd rather overpressure slightly than underpressure. Also I think it looks better because even real first alert fire extinguishers (the ones the old model were based on) look fucking dumb. The way the strap has a bit of space between it and the extinguisher is super realistic, because they're just big chunky zipties and occasionally have some room, especially because the hose clamp protrudes every so slightly from the base. I dunno 10/10 video
The spot is called "Paper" or "Magazine" - as in warehouse. I really like office and all the bugs and problems it has, its always a better experience than Mirage. I even dedicated myself to make up new stuff for the map (Line ups, wallbangs, solo plays, boosts, pixel spots and also i made an Anti Molotov smoke in "paper" that still allows you to see the enemies crossing to short.
03:11 It is the reflection of the shelf in combination with the light on the ceiling, which reflects on the fire extinguisher (light reflection / light ray)
Philip, don't worry we are all here for your meticulous detail and endless love for computer graphics. but yeah im probably gonna play cs2 at the lowest settings. hahaha But again, I love watching your content. I feel smarter after watching it. So thank you.
Philip, I'm impressed on how you can make an interesting video out of literally anything.
hes been doing this for a decade lol
because this is interesting if you think about it
this is NOT just "anything" this is a fire extinguisher that looks really good!
I'm kinda here for that
I think about this fact a lot, when i think of CSGO youtubers, i imagine someone playing the game competitivly shootin the shit with friends etc, but oddly enough, one of the largest CSGO youtubers, is just a dude who rambles about compleltly unimportant random topics and its so funny to me
I'm sure, Philip just made the artists who worked on that asset so freaking happy.
I really hope they get to see this video, whoever designed this fire extinguisher deserves 6 and a half minutes of someone praising it
What about the guy who made the CS:GO one?
Peak nvidia cult autism
@@ANleasEW 6:22
spotted
I’m a fire extinguisher expert and I can confirm, it is a fire extinguisher
proof?
fake extinguisher fan tries to spread misinformation on the internet, instantly regrets it
called burnman btw
Name checks out.
Quick question: What is the precise chemical composition and function of the highly efficient and widely used firefighting agent known as monoammonium phosphate (MAP), which is commonly found in the pressure vessels of fire extinguishers, and how does it effectively combat different classes of fires, namely those involving ordinary combustible materials (Class A), flammable liquids and gases (Class B), and energized electrical equipment (Class C)?
I cannot believe how ugly the fire extinguisher in CSGO was
Literally how did we even play the game
Looks like something from the ps2
I can't tell if you're serious or not
be nice he put on his best makeup for today
In 2037, when CS:Alyx comes out, we'll be thinking about how ugly the extinguisher in CS2 was
So the reason why ambient occlusion appears on the extinguisher - despite the option being disabled - is because in the PBR system, one of the layers aside from diffuse, specular, normal etc, is AO. You can include a baked in AO map that is calculated offline, and included as part of the PBR material. It's a prop that doesn't move and doesn't change shape, so it works perfectly.
Its not even necessarily baked AO, transgressing PBR by adding some shading information inside of the diffuse map, or a combination of diffuse/spec/gloss you could have the same effect/information in the assets baked textures. But yeah, that allows you to save a whole grayscale texture, but quite frankly in most cases its not even noticeable and it could create lighting issues, for instance, if you add a light source really close to the center of the hydrant, whether its fire, or a bulb, it might look weird to have that sharp shading around the metal pieces, as obviously light would go there in these lighting conditions. (hi im a game dev working on environment assets btw)
I think AO map also hides the reflections in those parts of the model where it is dark, at least in Unity. So you won't get that skybox blue shining inside the nostrils or collars. It's quite handy in that regard :P
@@NinjaViking1337 You can see at 0:34 it is indeed a baked map. The AO is using an explode bake to make sure no large occlusion is in the AO. You can also see the diffuse map is completely unlit, as it should be for PBR.
These are standard modern day model practices, what you are talking about is done, but usually reserved for stylized games.
yes
@@JordanMossy Yeah sorry I think I was not clear enough I just meant that shading info doesnt even "have" to come from an AO map necessarily. You're 100% correct
Phillip is the type of guy to make a 20 minute video about resolution of balls
And it would still be a banger
@@kinoepigrafe gang banger
@@kinoepigrafe Certainly
No
I wasn't expecting that ending... 💀
The CS2 fire extinguisher looks so photorealistic, it made the CSGO version a jumpscare
I think its especially funny because we're reaching the point where people see more realistic lighting and unknowingly believe its less realistic, because their minds are tuned to how movies and video games are lit to look pleasing to our eye, whereas reality is relatively pretty flat and can look uninteresting.
Well its kind of the "issue" i would say with fiction, have someone hear what a real silenced gun sounds like they'll feel like they just learned santa isnt real.
Well since we have unreal engine 5 we dont need new realistic graphics. We just need good games to go along with it.
I work as a game dev and I specialize in "realism", and I tell you, quite often you can't even mimic reality 100% because it looks fake, even though it actually exists in the world in that way.
@@NinjaViking1337 I also work in game dev, i know what you mean, but as technology advances we move closer and closer to being able to apply real world techniques to the virtual world, lighting nowadays with ray tracing is near identical to how it is in reality, methods like baking lighting into your levels is being phased out, etc.
that's a manner of taste, and no scav.
This reminds me a lot of the Fox Engine demos Kojima Productions put out when MGSV was in development. They rendered remarkably realistic looking completely static office environments. And then didn't actually use any in the game lol.
I think the only thing needed in graphics nowadays is a dust layer on everything, even if small, as everything looks too clean even when devs add imperfections and scratches they mostly forget dust that makes shiny stuff less shiny, and we end up with perfect chromes and mirrors, and almost invisible glass.
Randomly generated scratches/ imperfections and dust layers on textures would be cool, so in-game models don't look copy pasted.
Hopefully in the future path-tracing can be run on the cheapest GPU and it replaces rasterization.
If you start with a dust layer being on everything, it won't be long before there is dust and debris getting kicked up from bullets and explosives.
@@XenoSpyro that's cool idea, more realism in the games!
Most assets already do that to some extent, as that's usually one of the basic texturing steps that doesn't take a lot of effort due to current tools. I think the issue is more that raytracing tends to makes the reflections more prominent than the incorrect reflections on raster rendering does. And assets are authored using raster mainly so artists tend to leave more clear specular in than needed. Same issue is with games that have raytracing mode, but the art side and lighting is done while using raster only, as it's still the default. At least that's my anecdotal take from my own experience.
@@kniazjarema8587 more realism... in a competitive game...?
@@g76agi You’re right, dust getting kicked up by explosions is way too realistic and could never work in CS.
Imagine how terrible grenades or the C4 going off would be in this hypothetical scenario
3D Artist here, the AO on the fire stinguinsher is baked on the texture, when we texture models using softwares like Substance Painter, we usually bake the AO onto the mesh, it is also used for smart masks
@@gabrielson3it is.
@@gabrielson3 It actually exactly what he says "i'd presume it to be precalculated lighting thats baked into the models textures before hand". Which is why its still there when post-processing AO is disabled, because its baked into the textures/Material.
@@gabrielson3 Yes, he says he's presuming, I'm saying I'm 100% that's the case.
stinguisher
Watching this at half past midnight being very sleepy and the video feels like a fever dream. Ill have to check on it tomorrow if Philip is really losing his marbles or if I'm just too drowsy to understand what is going on. Goodnight everyone.
Hey me
It's both
Im here at 1:30 am this is huge
The reason 5:14 looks off is because it's getting reflections from the cube map of that hallway, which is rather large. So even though the extinguisher is in a dark corner, the reflections that it is using are likely coming from a brighter part of the hallway captured further on the left near the light source. As a result the extinguisher looks too bright especially on its backside. Not sure about Source but in UE4/5 you can place a reflection sphere with a tiny radius near the extinguisher to somewhat mitigate this issue, however using small captures like this tends to create other visual anomalies. Cube maps are a pain for environments such as this, there's always a spot that never looks good. Luckily RT reflections will fix such annoyances in the future.
Being early to a fire extinguisher video... Only philip could make a video about fire extinguishers in CS
He didn’t mention that you could boost on the csgo one but can’t in cs2 😢
He’s finally moved on from barrels
Most people wouldn't even pay attention to this. It's the little details that make me happy.
The comparison between the different extinguishers in the same engine is so fascinating. Just goes to show its all about the lighting/art direction.
Valve's focus on "simple" art direction sells me on photorealism 100x more than other games.
i really couldnt remember csgo looking this trash lmao
Reminds me of Mirrors Edge which somehow looked insanely good for its time, with its art style being very uniform and just highlighting a few pieces.
Our brain always gets happy when it doesn't get overloaded with information. Also for a competitive shooter it's nice not to have too many distractions.
Yeah, Mirror's Edge did look really good, almost like GoPro footage. One game I always found impressive and underrated was Condemned: Criminal Origins. The environments looked amazing, especially for a launch XB360 title. Up close, the textures could look super low res, but from a distance, they could make a wall look lifelike. Especially coupled with sone bump mapping, and the way your (also realistic) flashlight played off these textures, it honestly holds up pretty well today...
Thats becouse of prebaking aka baking in some lighting into the texture. HL2 does this too compare it with contemporealy 2004 games like doom 3 that does all lighting in real time, HL2 does prebake most of the lighting using Path Traycing (yes That Path Treycing that you cant run in real time eaven on RTX 4090 without relaying on DLSS and agressive denoising becouse you run les then 10 rays per pixel in comparason for prebaking we are taklking about thousents of rays) if you get your hands on realese day build of HL2 try using mat_dxlevel_70 to force the game to run in directx 7 (it does run on geeforce 256 from 1999) you can see it still look ok becouse the game still uses prebaked lighting. Mirrors Edge did too hevyli relied on prebaked lighting.
When baking PBR maps in Adobe Substance Painter, you have the option to precalculate Ambient Occlusion on the model. I oftentimes bake the AO in both the Albedo and the AO Channel (or just the Albedo if AO maps aren't available for the engine I am using) because it looks really nice when it's on both. Source 2 on the other hand seems to be one of the few engines that take full advantage of prebaked AO and makes it look REALLY good. I appreciate that. I can't wait for more S2 games to come out because it's PBR capabilities look so wonderful.
Please don't remind me that I had to pay Adobe now to get my license...
Hey buddy :)
@@saltierdongs7760 Well hello there
@@_grofA it hurts me, too. I stayed on the old Substance Painter that was still owned by the old company for as long as I could until the share website only worked on Adobe versions of Substance 💔
@xweert711 Putting that baked AO in the diffuse can give a good effect but having it separated as a channel in engine has much bigger advantages as AO that's in your diffuse doesn't change based upon your lighting. But, Pre calculated, bakedAO in engine (not in diffuse) is effected by lighting. When a light shines directly at an area with AO, it's occlusion disappears, meaning having the object in different orientations is possible without breaking the effect of the AO.
Not to mention, PBR generally as a rule of thumb on realism, you shouldn't put shadows or AO in your Diffuse maps.
5:27 "Valve please fix" has become Philip's favorite motto of life at this point, non experts can confirm its a fire extinguisher
Bruh, are you some super llm? There's no way you can watch so many videos just as they come out and come up with comments that a lot of people agree with.
@@ViktorKozh speaking of which, I haven't seen that ninja guy in a long time
@@AttacMage I've seen him like twice in my 11 years on youtube.
The way you manage to highlight such small stuff and develop an explanation for it is absolutely fascinating ! Amazing job Philip 👍
So this fire extinguisher has more polygons than Morphling in dota 2
As someone who creates and uses PBR textures to texture assets it's always fun to hear your perspective on how these things are used in games!
Also, I feel the pain of whoever has made this fire extinguisher. That error you pointed out where the rim looks like it's being reflected on the metal hull while in reality the normal map is just messed up... I've been there way too often.
Yeah, it's either the normal map from the exterior ring, in theory you should bake all separate mesh pieces as separate.
Or it's the AO from their initial bake, that's been used as roughness and color. Artists do get lazy sometimes and overlay the AO map on top of the roughness/color to give it some extra depth. Usually you'd use the AO as starter for your dust and dirt textures, those areas should never be black and 100% rough.
@@Phant0m2008 I would assume it's the normal from the ring that's clipping into the main body. That usually creates these kinds of artifacts. Can't fault the artist though, it's a tiny little thing on a random fire extinguisher that nobody (but Philip) will ever notice. Not worth fixing or making an explosion bake for tbh
The fire extinguisher looks weird on newk because they're in green-walled spaces but there's not a weird greenish reflection on the glossy body in those spaces. The reflection off the office example feels correct imo because the room it's in is incredibly neutral and open.
You and WarOwl always deliver amazing content.
I know right they're literally the only good CSGO youtubers, along with a few others.Everyone else is just a sell out or just bad
@@mastershooter64 Yeah no clickbait thumbnails and obscure titles too. Everything is just a good CSGO video
The more I watch this man, the more I am captivated with his way of making videos and the more I want to receive that beta access to discover the beauty of CS2.
the title of this and even just the subject of the video all really remind me of "this is not a pipe" by René Magritte, where we are getting so close to real now in graphics and digital media that we need to remind ourselves, "this is not a pipe", and look for anything that could tell us if something is definitively real or fake.
“Eh fine that’s good enough. Not like anyone’s gonna make a video about this fire extinguisher or anything”
Philip genuinely gets me excited about these things too. I end up firing up my PC and marveling at them myself. I find so much to learn in seemingly simple things, that are much more complex under the surface. Love it
don’t worry, Phillip, even if it may seem like all the playerbase cares only about their FPS numbers, there will always be people like us who love with their eyes and will enjoy every single tiny detail in CS2 on very high settings
6:22 you know what , after seeing the source 2 version for so long i cant say i blame you
Your father makes such great songs, I literally cannot get Wistful winds out of my head also your content is always spot on!
The way this video transitioned from seeing it in the thumbnail to seeing it in cs2 was pretty cool
I think it would actually be pretty cool to make temporary smokescreens when shooting a fire extinguisher in csgo
adds even more depth to potential gameplay tactics
Exactly my thoughts
The weird reflection quirk is actually a quirk in Adobe Substance Painter (and many other baking softwares)
what happens is that when you go to bake high-low poly, meshes that are very close together are confused with a part of the model that should be baked into the low poly
the way you would fix this is to separate the bakes by mesh name, so for example there would be a clamp_low and clamp_high and there would also be a extinguisher_low and extinguisher_high, this tells the program that these are two separate meshes and that they don't need to be baked into each other. although this would be a very tedious process for something as small as a fire extinguisher.
What's cool to me about CS2 graphics is that as a competitive game, the developers need to target a lower spec to make sure that most gamers can play the game at high frame rates, and they also need to make sure that any increase in graphical fidelity doesn't result in a worse competitive experience. But these limitations actually improve CS2's graphics, because the developers have to target a more "realistic" look rather than a prettier one. So many AAA games go for grandeur and splendid vistas these days that a more subdued and realistic look feels unique.
I'm a fire distinguisher expert and I can confirm, it is a fire extinguisher
Only Phillip could make a video about a video game fire extinguisher interesting
Graphics have come so far. It's crazy how things are going to look like in 10 years from now, or even 5 years..
"I'm gonna show you how the same spot _used_ to look like in the previous Counter-Strike games. Are you ready?"
Oh, I'm sure it's not that ba-WHAT THE SCALLOP!?!
Youre the only RUclipsr who could make a mundane topic like this interesting
These are the things I love, it's too much to look at such a huge plethora of changes, but I can easily listen to somebody passionately rant about a small detail that nobody else would have noticed any day. It reminds me of how @RRSlugger can spin such a beautiful and passionate video about an old lego set with a very small handful of pieces. also the end XD
it is seriously treading closer and closer to what i would consider flawless- bravo, volvo
4:32 please don't peg me 😢
For my own mental health, i hope that his former assumption of the use of a fire extinguisher was a joke.
I just watched a 6 minute video about a fire extinguisher, in a video game. To be honest I wouldn’t have it any other way
As an artist, I think it's important to know these sort of details to make your artwork look good
I'm pretty confident that I could say that Philip's the VSauce of gaming.
Don't you be dissin the CS:Source fire extinguisher like that my guy. Those assets still hold a special place in my heart.
@@3kliksphilip and Left 4 Dead lol
"Simplicity punching well above its weight in the graphics department" basically describes Mirror's Edge. That was the first game I saw where you could (at certain moments in the game) take a screenshot and not be able to point at anything "wrong" in it.
A lot of Mirror's Edge doesn't look quite photorealistic, but if you're willing to cherry pick then it contains a lot of very real looking moments.
Looking at a video about a fire extinguisher in a video game when my job is inspecting and other stuff regarding fire extinguishers is kinda really funny, cuz its pretty accurate, even the fact that on Nuke there is a different type of fire extinguisher for where the nuclear material is :P
3Kliksphilip is the only man I can listen to talking about Fire Extinguisher for 6 minutes straight
2:47 I've worked with source 2 a little bit, a texture as you know, is now PBR, and one of the channels is AO, so it is pre-baked ambient occlusion in the extinguisher's texture.
Maybe I'm imagining things but it seems like the bitrate on this video is really low in 1080p, even during the comparison at 3:45 I can see visible compression artifacts around the hose and other edges of the extinguisher, on a still frame. I actually swapped to 4k to get a higher bitrate because of it.
5:06 I think it also explains why most photorealistic mods in other games get showcased in overcast settings, because of its lighting and shadow simplicity it adds more to the feeling and look of it being realistic.
This video really takes my fancy. This feels like a future iconic video to describe what CS2 is in a nutshell. I just love it.
I will admit when you showed this off in the office comparison video, the fire extinguisher stuck out like a sore thumb with how good it looked in the scene
really like this video style phillip. excellent editing and script :-)
As a fire extinguisher, I can confirm, this is a fire extinguisher
I like how at 3:30, when you mention tessellation, you briefly interrupt that caboose music to play the music from your "Saurce" video.
It is so cozzy to see such a long-living youtuber to talk about computer graphics again and again when multiple generations of games have passed and been disscused here on this very channel ^_^
your videos are actually the only yt videos i watch in fullscreen mode.
At the end showing how it looks in CS:GO it geuinely looks like an image from GTA:SA
It's a desaturated area with little contrast which makes it look more like a random photo of a fire extinguisher from a cgi one. I think the baked lighting does most of the work and it's a simple area of little reflections so it will look better than other places
I was gonna say, the thumbnail of your Office comparison video looked like a photograph to me. It lost a lot of that at full resolution, but the lightmapping was on point at least. That's always been Source's strength, having good enough lighting to look real-ish if you literally squint, or blur the screen. Almost like an impressionist painting.
Id say the biggest things that are missing is the ambient occlusion that should be between the extinguisher and the wall, and the material of the rubber hose is a big to matte and uniform
I love this. I appreciate you making this.
Didn't know this was a horror channel. That jumpscare at the end really got me
I kind of want to see Phillip try his hand at map making again, trying to make as realistic a source 2 map as possible while still making it functional and playable. Ngl, I’d probably play CS again if those kinds of map became popular.
I hope you'll find great success in your future fire extinguisher endeavors.
Finally, a fire extinguisher video we all hoped for
The immediate giveaway for me was the shadow, it's heavily banded, like there are 20 individual light sources or reflections coming from very slightly different angles. It's definitely just an artifact of the automatic shadow generation.
Applying an edge respecting, convolutional iteration on the shadow's texture to blend the angles into a smoother gradient without blurring the natural hard edge of the shadow itself SHOULD result in a more realistic looking shadow overall.
2:05 god i wish this song would play in real life. The kliksphillip family music is just so good
Being able to shoot the extinguishers to expel a very short timed co2/dry chem cloud.....would come in handy in certain ways. Weather to distract, or create a quick concealment. But that's stuff I have fun with. I'm not competitive.... life is too short to take gaming serious.
This isn't a Real Fire Extinguisher.......... or is it? *Michael from Vsauce theme plays*
its crazy to think a fire extinguisher probably had more polygons than an entire character in a ps1 game
it has like 3x more polygons than the entirety of super mario 64
I still remember Valve (or... Turtle Rock?) faking shadows on the handles on the CSS filing cabinet's texture itself, yet it's still kinda of convincing and still looks good (in your average lighting setup)
Those filing cabinets fit right into the archive room of the RPD in Resident Evil 2: Source, and is probably the best looking prop in that room, partly due to the fake baked in shadows.
So they made a new fire extinguisher with 4x the polygons - great, but what about the paper rolls/ towels at 3:57 o the shelf? They didn´t change, still looking not very round....
Somehow the most entertaining video i watch the whole week.
N1!
1:12 how dare you use hd models in Half life?
When the music start at 0:14 i just want to close my eyes and sleep,do you know what's the song name ?
I couldnt find it, but i do think its one of kliks songs, go take a look! (Hope you still find this useful 1y later lol)
Fire protection technician here! This model is missing a few things that I would need to check in order to certify it. I would need to check the fabrication date, the date it was last hydro-tested, the serial number, and (ideally) the manufacturer. It also looks like it's missing the needle from it's pressure gauge, which is obviously an immediate fail.
It makes sense that this would be a dry-chem ABC extinguisher if it's in an office!. ABC extinguishers are a little overkill for the average office, but are produced in such large quantities that they're relatively affordable. They work on everything a person is likely to encounter in day-to-day life EXCEPT oil fires in a kitchen.
This type of extinguisher works by being filled with a powder (hence "dry chemical") and an inert gas (typically nitrogen). When you squeeze the handle, the gas pushes the powder out the nozzle and all over the thing that's burning. Something everyone should do with their extinguishers once a year or so is pick them up, hold them against their ear, and flip them upside-down. If your powder is healthy/not wet, you should hear a slight hiss followed by a soft thwomp as the powder falls from the bottom of your extinguisher to the top. If you don't hear anything, your extinguisher might be dead! Take it to a local extinguisher shop and have them take a listen.
In Canada, where I am, it is legally required that a certified fire protection technician inspect extinguishers in commercial buildings annually, and that they be discharged and recharged by a shop every six years. Realistically speaking, I would trust a fire extinguisher in a residential environment to do its job for at least a decade provided the powder is healthy and the pressure is safe.
Also yes the other extinguisher is real.
Gushing about graphics is great. Devs think about all of this, we need to appreciate it.
The fire extinguisher looks even better compared to those nearly-octagonal rolls of paper towel behind it
Ambient Occlusion can be baked into a separate texture and added on top in the shader, which is why it still comes up when ambient occlusion is turned off.
I quite literally AM a licensed portable fire extinguisher technician. The photo at 2:08 IS real and what really gives it away is that the needle is slightly out of the green. We'd rather overpressure slightly than underpressure. Also I think it looks better because even real first alert fire extinguishers (the ones the old model were based on) look fucking dumb. The way the strap has a bit of space between it and the extinguisher is super realistic, because they're just big chunky zipties and occasionally have some room, especially because the hose clamp protrudes every so slightly from the base. I dunno 10/10 video
The spot is called "Paper" or "Magazine" - as in warehouse. I really like office and all the bugs and problems it has, its always a better experience than Mirage. I even dedicated myself to make up new stuff for the map (Line ups, wallbangs, solo plays, boosts, pixel spots and also i made an Anti Molotov smoke in "paper" that still allows you to see the enemies crossing to short.
I see. Mm player. Your opinion doesn't count, no worries
Office is indeed a hidden gem. I respect your dedication to this map.
@@freeEnd_ lol?
Astonishing... Even I thought it was real for a fat second. Good job cs2 extinguisher!
03:11
It is the reflection of the shelf in combination with the light on the ceiling, which reflects on the fire extinguisher (light reflection / light ray)
Thank you for the jumpscare at 4:41
The AO is baked into the model as part of the pbr texture which is why those shadows allways show even if AO is disabled or not.
This video remind me of Stanley Parable. I want more of these.
Philip, don't worry we are all here for your meticulous detail and endless love for computer graphics.
but yeah im probably gonna play cs2 at the lowest settings. hahaha
But again, I love watching your content. I feel smarter after watching it. So thank you.
When looking at the thumbnail I would've had literally no idea that it was from a game.
Simple and clean environments are what made me fall in love with source in the first place.
Best thing about CS2 development is Philip creating content over it, dude makes even the most mudane stuff interesting in his analyses.
I don't even play the games anymore but still watch this content because it's interesting
The mechanic would be wild tho. Imagine being able to use it tactically as a "smoke grenade" by shooting it off the wall.
Bits like 4:36 make me laugh way more than it should. Love the videos!
i like how much he talks about the extinguisher while those almost 20 year old CSS props sit right next to it
There’s something very satisfying about a nice fire extinguisher
only philip can make me watch a 6 minute video about a fire extinguisher