Should Counter Strike be so BRIGHT AND COLOURFUL?

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  • Опубликовано: 2 янв 2025

Комментарии • 1,2 тыс.

  • @lufetm
    @lufetm Год назад +3283

    Yes. We will finally see players in connector on Overpass

    • @goodguyguy5022
      @goodguyguy5022 Год назад +17

      W

    • @liranp5901
      @liranp5901 Год назад +62

      1 smoke and all the map is smoked

    • @Spetsnazty
      @Spetsnazty Год назад +16

      @@liranp5901I think they toned down the smoke this morning if the RUclips video I watched was accurate

    • @dudeonlygamingandotherstuf7791
      @dudeonlygamingandotherstuf7791 Год назад +11

      Through from ivy, out middle and through our connector like a speed demon.
      In RTX.

    • @marcelismyname
      @marcelismyname Год назад

      yipeeee!!

  • @spinoodii
    @spinoodii Год назад +3584

    It adds more visual clarity and less depressing washed colors make me feel better playing even if I'm losing

    • @A-BYTE94
      @A-BYTE94 Год назад +123

      A bit too bright for me

    • @slywolf_
      @slywolf_ Год назад +95

      Maps look better for sure, but it has had the opposite effect on weapons as they look flat and washed out now

    • @leopardomano
      @leopardomano Год назад +232

      @@A-BYTE94 Lower your monitor brightness then

    • @JustXrexX
      @JustXrexX Год назад +88

      the "depressing" washed colors make the game feel more interesting, just looking at the cs trailer from 2012, the washed colors are giving u a lot of vibes

    • @Gamper1
      @Gamper1 Год назад +75

      Its literally a terrorist situation why would it not be depressing

  • @iWerli
    @iWerli Год назад +1040

    6:44 honestly, the "5:30am pre-sunrise" look is pretty sick. It would be cool to see that on a map, it would give a feeling of quiet cold sleepyness whereas the normal look feels energetic and loud in the warm afternoon lighting

    • @freezy2755
      @freezy2755 Год назад +24

      Militia?

    • @veeeen
      @veeeen Год назад +12

      some cs source maps give me a similar vibe

    • @engven2453
      @engven2453 Год назад +5

      More like a sunset than a sunrise. And what did you mean is "pretty sick"?

    • @AnnmusPnda
      @AnnmusPnda Год назад +8

      Yea like the Ts and CTs had a nice cup of coffee and a light sweater on before they had to head off to the battlefield

    • @EstroMunch
      @EstroMunch Год назад +44

      @@engven2453 if you’re asking about like the term itself “sick” in this context is just an english phrase for something being really cool

  • @Micha-Hil
    @Micha-Hil Год назад +415

    I don't think bright/crisp/realistic/high-quality graphics matter as much as visual clarity and consistent art direction. I know a lot of people say this and it's kinda repetitive at this point, but you can have a game with low-poly visuals and 64x64 textures and still have it look good with readable enemies and objectives.
    Tag: The Power of Paint is a game that I hold exceptionally close to me even after all these years. Almost all of the graphics are either black-and-white, chromatic, or flat red/green/blue. The game definitely looks flat and unrealistic, but with the three main paint colours each representing a different ability when you interact with them (red = more speed, green = more jump, blue = stick to walls), you're very easily able to figure out what everything is at a glance.

    • @mthacks4297
      @mthacks4297 Год назад +2

      Exactly, look at god of war ghost of sparta imo that game looks amazing even today and it was achieved on such low powered hardware because of art direction.

    • @gangutbayern246
      @gangutbayern246 Год назад +12

      @@mthacks4297 Put the recent Ultrakill in. It's the literal definition.

    • @sulphurous2656
      @sulphurous2656 Год назад +11

      Never expected to see Tag: The Power of Paint come up in a conversation surrounding Counter-Strike's graphics. I love games with environments that follow those clean, minimalist looking color schemes as much as I do places in real life. Though even the dirtier and grimier games from the low poly years have still maintained good readability, something like Unreal comes to my mind.

    • @yoked391
      @yoked391 Год назад +1

      @@mthacks4297 or batman arkham knight

    • @Micha-Hil
      @Micha-Hil Год назад +6

      @@gangutbayern246 Dude, Ultrakill is the bomb. Raise the roof, yo.
      The game's visuals come straight out of the PSX era but still has incredible stylization with all of its creative enemies, weapons, sound design, UI elements, and just aesthetics in general. Alongside its nutty gameplay. Because, y'know.
      Good game is good.

  • @Kevroa1
    @Kevroa1 Год назад +152

    Seeing the different sun positions on the maps made me think that it would be pretty cool for maps to have a randomized time of day for that match.

    • @ububububububububub1667
      @ububububububububub1667 Год назад +65

      night maps with flashlights would be a fun casual gamemode

    • @Fafr
      @Fafr Год назад +39

      maybe not in competitive, but in casual that would be so cool to have!

    • @morgboat744
      @morgboat744 Год назад +5

      @@ububububububububub1667i’m really hoping we get ANY cool shit for casual. GO had a huge focus on comp play, to the point where it did away with some of the fun stuff. i’m hoping 2 can be a nice in-between

    • @ububububububububub1667
      @ububububububububub1667 Год назад

      @@morgboat744 yeah

  • @existentialselkath1264
    @existentialselkath1264 Год назад +418

    Old lighting gives a grungy look in dark corners. While the new look is more accurate, I wouldn't mind more dirt and grunge textures and decals to account for the new lighting.
    Some wear and tear would do a lot to counter criticism 😏, but maybe it'd hurt visibility so idk

    • @deRNmEpRrMm
      @deRNmEpRrMm Год назад +15

      Maybe we could even see the green and overgrown Cache we never got in official matchmaking!

    • @waste4245
      @waste4245 Год назад +36

      Definitely miss the old "grunge" already, gotta give it some life

    • @MontySlython
      @MontySlython Год назад +3

      ​@@deRNmEpRrMm looks terrible in my opinion.

  • @addiebuss9060
    @addiebuss9060 Год назад +19

    One of my big takeaways from this is how lighting works in CS2. It very much looks raytraced, while still retaining the performance of being (mostly) pre-calculated. Valve really does have some clever tactics up their sleeve

  • @dinithewinny3542
    @dinithewinny3542 Год назад +79

    A hammer 2 editor video would be super sick hope its coming

    • @cringelord91
      @cringelord91 Год назад +10

      Can't wait to get my hands on hammer 2. Also can't wait to learn source 2 basics with 3kliksphilip :D

    • @fridjon
      @fridjon Год назад

      Isnt it available through hl alyx

  • @arekrekas213
    @arekrekas213 Год назад +6

    8:56 i didn't know Gordon Freeman was transitioning

    • @ahreuwu
      @ahreuwu Месяц назад +2

      good for her! she looks radiant lol

  • @pra1ries
    @pra1ries Год назад +28

    5:00
    The reason that the outside is so dark when standing inside is likely due to automatic exposure. Sometimes games will automatically set a "longer" exposure when you are indoors to make it easier to see, the downside of this is that when there is something like an open door or window, it is noticably very bright. It does, however, feel more realistic since it emulates your eyes adjusting to light.

  • @bel_unoffical
    @bel_unoffical Год назад +8

    For CSGO's Lighting, its a mix of the dark and edgy lighting era of video games with today's modern colorful/realer lighting we usually see in maps now and in my opinion surprisingly looks great when done

  • @narrowgauge0727
    @narrowgauge0727 Год назад +39

    I really like the gritty aesthetic of css, and cs2 just looks too clean and nice.

  • @KalkuehlGaming
    @KalkuehlGaming Год назад +26

    01:14 damn that transition. Philip is trying to level up his game.

  • @sry4lagg
    @sry4lagg Год назад +301

    for me personally it doesnt have to be BUT you need to see your enemies clearly

    • @goodguyguy5022
      @goodguyguy5022 Год назад +8

      Yeah but I feel like I can already see the enemies good at long ranges

    • @lufetm
      @lufetm Год назад +34

      The worst thing in CSGO were one way smokes, thats just a game breaking issue that they had in a most competitive FPS for 10 years which is bizzare to me and the other worst thing was visibility, for example connector on Overpass where I gamble as a T every time watching it from baloons

    • @chaosxepsilon6833
      @chaosxepsilon6833 Год назад +2

      I'd argue that not being able to see your enemies,
      even though they stand right infront of you, because they blend into the background,
      isn't a bad game mechanic in on itself.
      Not everything needs to be a reaction&precision game. Why not a game of witts&deceit or hide&seek?
      edit: just don't monetize perks&advantages (in my opinion)

    • @arcueid3352
      @arcueid3352 Год назад +40

      ​@@chaosxepsilon6833 well that's just stupid, not being able to see another player doesn't have anything to do with being deceitful or even wit, you just can't see them, simple as that, I've been using 150%-200% vibrance since 2017 on cs because of how terrible the visibility are

    • @HienNguyen-cs1md
      @HienNguyen-cs1md Год назад +16

      @@chaosxepsilon6833 it's not even hide and seek. Some areas are just so dark that naturally the CT blends in with the shadow which is not the intended way to play the game anyway

  • @Deniz3n
    @Deniz3n Год назад +29

    I feel like the CS 1.6 versions of maps actually are more realistic in terms of lighting in some ways (e.g. if you're in a shaded area, bright outside areas look much brighter). I feel like CS2 is going less for realistic lighting and more for lighting everything well enough to try and fix the existing problems with distinguishing players (plus a shift in artstyle that we've already been seeing in the non-default player models in CSGO)

    • @michaeldunn8972
      @michaeldunn8972 Год назад

      I love 1.6 but yeah there were some maps where you couldn't tell friend from foe in the dark cs_prodigy prime example but it was also a different time back then where things were more gritty and experimental not with all the quality of life updates and general audience considerations.

    • @wedmunds
      @wedmunds Год назад

      CS2 is brighter indoors because well... They literally added lights

    • @connected_user
      @connected_user Год назад +5

      Yeah I hate how CS seems to be on this trend of leaning towards a Pixar aesthetic. The darker washed out semi-realistic graphics of the late 90s and early 2000s is so far removed from what Counterstrike has become now, its really disappointing in my opinion. Ghost Recon, Rainbow 6, Counterstrike... they all have become infected by this tongue-in-cheek cartooniness that is so over done it is becoming tired and predictable. Keep the bright flowery Pixar stuff out of my beloved military shooters.

    • @Gaminggagreel
      @Gaminggagreel Год назад +1

      ​@@connected_user my thoughts exactly

  • @MikeDawson1
    @MikeDawson1 Год назад +8

    don't forget, the original Half Life map editor had global illumination baking built into it! I remember in the late 90's baking GI into maps I made, and that's why over the past 20 years I'm constantly disappointed in games that come out without baked GI

  • @papahellmann
    @papahellmann Год назад +1

    Now I won’t have to burn my eyes looking at my browser because I had to turn the brightness up to see people in certain spots

  • @noclick
    @noclick Год назад +11

    0:21 i was expecting a case opening montage

    • @LightOffArchives
      @LightOffArchives Год назад +2

      Atomic Amnesia already started playing in my head

  • @scharkonline
    @scharkonline Год назад +40

    The art style is still pretty faithful, so changing some saturation and brightness doesn't bother me. Would love to see future maps make use of updated lighting engines, taking place in the early morning or at night with additional light sources baked in

  • @Sharphe
    @Sharphe Год назад +104

    I think the only problem to me is that maps are a bit too similar with the lighting. I would a map like office or aztec to be a different type of bright

    • @ViSomBusar
      @ViSomBusar Год назад +11

      Yeah some maps lose their vibes, many maps in CS2 by pictures also look to have the same skybox

    • @Sharphe
      @Sharphe Год назад +1

      @@ViSomBusar Just hope ancient or aztec is that weird swamp green it has

    • @Askemanden
      @Askemanden Год назад +12

      Well we haven’t seen all the maps yet. They will probably have different lighting.

    • @Sharphe
      @Sharphe Год назад +9

      @@Askemanden true just something I'm afraid of

    • @Chukase
      @Chukase Год назад +5

      @@Askemanden Also it is not like this could never change, at any point Valve could go "Okay, this update let's shift the mood of the environment to a different time of day".

  • @Blueskies2513
    @Blueskies2513 Год назад +1

    real life is pretty bright sometimes, some houses in my neighbourhood are a sandy color and cs2 captures the brightness and how vibrant it is in the summer pretty well

  • @ikiwyu
    @ikiwyu Год назад +16

    So the main thing I learned in this video is that you can get 90% of the results you'd get with raytracing using rasterized techniques and the game will run much faster as a result

    • @burgerindividual
      @burgerindividual Год назад +3

      AO isn’t necessarily a cheap effect in terms of performance, but it definitely gets the job done quicker than RT could in CS2

    • @fearedjames
      @fearedjames Год назад +2

      Basically anyone who knows shit about algorithmic efficiency will say that ray tracing is unbelievably wasteful an effect for almost unnoticeable dynamism visually.
      Theres 2012-2015 ish games that killed their performance with just normal dynamic lighting that didn't need to be there. Why would you look at that and think to add something as overly expensive as ray tracing?
      The only really logical use for ray tracing is in a limited way with reflections. You can get almost identical results with much cheaper effects and it wont quadriple the render time.

    • @ikiwyu
      @ikiwyu Год назад +4

      @@fearedjames it's not wasteful, its perfectly useful for lining Jensen's pockets. Jokes aside, raytracing does still have practical applications in cg films where renders can take as long as the film studio needs before the movie's scheduled for release.

    • @fearedjames
      @fearedjames Год назад +1

      @@ikiwyu Its perfectly good for pre-rendering yes.

    • @theblah12
      @theblah12 Год назад

      So long as you’re ok with every large shadow casting prop being bolted to the floor. That’s fine for a competitive game like Counter Strike but limiting for a single player game where you expect more environmental interaction, the whole design of the game has to be built around a largely static environment to get the best out of pre-baked lighting.

  • @Toothily
    @Toothily Год назад +13

    CS2’s aesthetic is quite nice, but I wish it felt less “flat”. Give it just a dash more contrast, for depth.

    • @Evanthesurfer
      @Evanthesurfer Год назад +1

      I think they dont do this because they're worried about it looking cartoony

  • @TRRDroid
    @TRRDroid Год назад +146

    I don't mind the brightness too much but a lot of areas seem way too clean now in my opinion

    • @blvrrimg
      @blvrrimg Год назад +5

      other maps look good, dust 2 could be toned down

    • @FormulePoeme807
      @FormulePoeme807 Год назад +4

      Yeah, Nuke and Overpass look way too clean
      Meanwhile some maps like Dust was turned full desertic and it take away from it ngl

    • @TRRDroid
      @TRRDroid Год назад +8

      @@FormulePoeme807 Yeah like, how is a super clean industrial complex realistic? Also some very minor complaint: In the original CS:GO trailer Nuke was showcased as a map set in Germany. Nowadays it doesn't really look like that anymore.

    • @saricubra2867
      @saricubra2867 Год назад

      In my opinion, sometimes CSGO has unecessary visual information that hurts gameplay.

    • @zetazane
      @zetazane Год назад +1

      @@TRRDroid they changed it a while back, its not 2012 anymore lol

  • @43madnox
    @43madnox Год назад +2

    cs players when they see more than 3 colors on overpass: „yup this is valorant“

  • @FireRappers
    @FireRappers Год назад +5

    It looks... plasticky? I don't like it. Bring back the mood lighting.

  • @un1d
    @un1d Год назад +12

    Honestly even though I started on GO I always thought that counter strike source’s maps looked the best. Something about the warm lighting and good art direction that still left a lot to imagination captivates me, without it going overboard on bright colours and saturation like later GO maps

    • @mlgmcdonaldsland7063
      @mlgmcdonaldsland7063 Год назад

      This isn't good art direction. This is being half flashed constantly.

    • @TheRadioSquare
      @TheRadioSquare Год назад +3

      @@mlgmcdonaldsland7063 Try going outside at least once in your life

    • @mlgmcdonaldsland7063
      @mlgmcdonaldsland7063 Год назад +1

      @@TheRadioSquare that's a pretty sad response tbh. Obvious projection. "YOU DISAGREE WITH ME??!?!? You just never go outside"

    • @TheRadioSquare
      @TheRadioSquare Год назад +3

      @@mlgmcdonaldsland7063 You do never go outside. If you did, you wouldn't find normal lighting to be blinding.

    • @mlgmcdonaldsland7063
      @mlgmcdonaldsland7063 Год назад +1

      @@TheRadioSquare You must stare directly into the sun when you imagine what going outside would be like by peering out your window

  • @chost-059
    @chost-059 Год назад +11

    Thx philip for the hammer editor tutorials, ive recently gotten interested in starting to make CS maps as a new hobby, ive been wanting to quickly learn the basics and get up to speed so im ready to join the hype when CS2 rolls around, your vids have greatly helped me to get started

  • @bindlesairsoft408
    @bindlesairsoft408 Год назад +10

    Counter-Strike’s future is looking “Bright”… I will see myself out

  • @abdoreda7126
    @abdoreda7126 Год назад +147

    I feel most maps have lost their ambience and atmosphere, it's like they have been cleaned and polished waay too much that they lost their distinguishable character.

    • @highground66
      @highground66 Год назад +2

      U got a point

    • @sulphurous2656
      @sulphurous2656 Год назад +51

      Everything kind of feels like an Overwatch map now imo with how washed out and bright the lighting feels. I still prefer the 2013/2014 look of the game.

    • @JustXrexX
      @JustXrexX Год назад +1

      @@sulphurous2656 +++

    • @FrancisDoubleA
      @FrancisDoubleA Год назад +16

      i still remember back then when csgo used to have gritty and dark aesthetics on their maps which it fits very well just like half life 2 and max payne

    • @TheJayson8899
      @TheJayson8899 Год назад +2

      @@FrancisDoubleA griddy and dark

  • @daddyethan
    @daddyethan Год назад +1

    Everyone remember that episode in SpongeBob when he just got normalified? That's what CS2 feels like, I'm not complaining about the fact that I can actually see player models properly especially CTS on overpass, but it just looks so smooth and basic, not a fan I still prefer the old feel, wish they would combine both of them for a mid-ground

  • @lobotomy46m
    @lobotomy46m Год назад +1

    man you or your father's music you use in the background, it feels like the Emotional End of a Movie. you make it seem so Dramatic it makes you cry for no reason 😂 great work

  • @Brendissimo1
    @Brendissimo1 Год назад +20

    Notably though, that mod for HL1 received a lot of criticism for how absurdly bloomy and bright it made the game. It's an aesthetic choice, one which drastically alters the way Half Life 1 was supposed to look with the original art direction. I think, with some exceptions, there are plenty of perfectly reasonable ways to recapture the look of baked lighting from original 1.6, Source, and GO maps with newer lighting systems. After all, a lot of how the ground reflects sunlight IRL depends on what kind of sunlight it's getting - how the sky looks that day, what color it is, etc.

  • @rudebox5688
    @rudebox5688 Год назад +2

    Fam this game hurts my eyes. I never had this with any other game. It feels like I've been staring at the sun

    • @KudoRedfox
      @KudoRedfox 2 дня назад

      **Goes to option and spends 5 secs to decrease the brightness and saturation**

  • @rainrunya
    @rainrunya Год назад +45

    Personally, I am very happy with dark areas being made brighter to improve visibility, but I think in turn it's been overdone in the normally-bright areas.

  • @santiagodepol6640
    @santiagodepol6640 Год назад +1

    8:45 that Frozen Lake skybox on Source 2 would be inspired by the Laguna del Inca, in Portillo, Chile, close to the border with Argentina

  • @vitorprod
    @vitorprod Год назад +17

    The light are too much yellow in Mirage update CS2 and there are some leaked images that look the same on the other maps, different from previous showed.

    • @PoollShietz
      @PoollShietz Год назад

      Hmm no it look good enough to look like real life. But the lack of rock,dirt,dust for the ground making it very flat unlike dust2

  • @dasheesh3461
    @dasheesh3461 Год назад +7

    Can we talk about that massive change to long hall on Italy with what looks like a new connector to mid. Hopefully they intend to make more hostage maps suitable for competitive and available to play. I’m newer to csgo and have never gotten to play 5v5 on assault or italy.

  • @shutupliam_
    @shutupliam_ Год назад +7

    Yes so i can turn off the insane amounts of colour vibrance i put on to make csgo visible

  • @DiscoBallGaming
    @DiscoBallGaming Год назад +3

    personally the bright colors are a little off, the CSGO maps feel gritty and lived in, and I kinda like that, but the only one that I think is over the top is some of the lighting on Nuke, it seems a bit TOO bright. otherwise I don't mind it

  • @myztklk3v
    @myztklk3v Год назад +3

    oh man, showing the maps from CZ. I never played CZ for very long, but it was nice that it included some new maps that eventually died and were forgotten.

  • @HumanBeanOfficial
    @HumanBeanOfficial Год назад +1

    I'm not a huge fan of the more colorful and cartoony look counter strike is adopting. The gritty, tactile, and dirty feel of CS:GO's artstyle at launch, while definitely worse for gameplay, feels SO much cooler to me. I understand the reasoning behind the changes, but I still prefer the older style.

  • @mKoya
    @mKoya Год назад +15

    In 1.6 rt version there is auto exposure that makes outside very bright when standing inside ct spawn which is realistic since you can't compare intensity of artifical light and sun light on a sunny day, while cs go and cs 2 have constant exposure so they have to make inside brightness comparable to outside.

    • @hashbrown777
      @hashbrown777 Год назад +1

      I think he missed the point; it wasn't glowy at all. CS2 everything was basically lit to the same level as if glowing, whereas 1.6rt had a healthy amount of contrast where inner areas get progressively darker.
      He mentions that there's some artificial lighting in the cs2 one but that little globe shouldnt make as much light as the sun. It's as if the lightbounces in CS2 never drop in intensity as they reflect. That outdoor scene with the statue the sun would overpower any reflected green from the grass, and it's absurd that the top of the head would green up..
      He's fishing for excuses on why it's "accurate" but it really does look worse. Other than the shadows, you could probably just do away with the lighting and just have ambient lights and it'd look very similar :| just the fact that you need ambient occlusion to compensate for areas light shouldnt reach means the lighting system is not working 100%

  •  Год назад +2

    7:57 nice bit of poetry/rap going on here

  • @shardul52
    @shardul52 Год назад +4

    A video that actually shows gems among forgotten maps, how an amazingly well done map

  • @criticvlll
    @criticvlll Год назад +1

    7:26 this looks fantastic

  • @alexzom12
    @alexzom12 Год назад +30

    To me, I do believe color change does lowers the vibe of a hostage situation or a literally boming attack, but it does lighten up my gaming mood and will be willing to play longer

    • @Gaminggagreel
      @Gaminggagreel Год назад

      Are you a robot designed to compliment valve on their quest to better player retention? That was the most bot comment ive ever seen.

    • @alexzom12
      @alexzom12 Год назад

      @@Gaminggagreel bot or not,that is just my opinion

    • @Gaminggagreel
      @Gaminggagreel Год назад

      But thats almost like complimenting EA for their great implementation of microtransactions on their games: "i will gladly pay". I dont know im sorry.

  • @Yeeter_Inbound
    @Yeeter_Inbound Год назад +1

    Looking back and seeing how dull csgo was makes me wonder how we played it like that everything looks so dark

  • @LetMePickAUsernameAAAAAAAA
    @LetMePickAUsernameAAAAAAAA Год назад +3

    Finally new 3kliks video!!!
    As a side note, I think CS2 uses a larger colorspace, that's why the maps don't look blown out. In order to simulate the sun, it needs to be really bright, so the colors need more bits to represent all the light values. It would be nice if you could get in touch with the developers and ask some technical questions about the new engine calculates light. IMO, CS1.6 and CS:GOs ray traced versions look so blown out because the color space is limited and the game can't represent both really high brightness AND deep shadows at the same time. It would be nice to have some more contrast in CS2 though as the colors look kinda flat, like what you would get by filming in a raw format with a dslr.
    Also, would be a cool adition to have color profiles in video settings like "Flat","Saturated", "Warm" etc

  • @thevoiceofcake
    @thevoiceofcake Год назад +1

    As I got older and my eyes got worse I began to hate dark and gritty and like bright and glowey.

  • @NiKeMTA
    @NiKeMTA Год назад +37

    The washed and dark colors are mostly going to be missed because of the nostalgia factor, I alrady feel nostlagic when loading up a game on old Nuke. For the sake of visibilty a more colorful game is definitely not a bad change.

    • @nerovar23
      @nerovar23 Год назад +2

      Today will be tomorrow's nostalgia my friend :D

    • @FrancisDoubleA
      @FrancisDoubleA Год назад +2

      ngl i felt like old csgo nuke have more personality and aesthetics, but also i think csgo/cs2 should add an option where players can have compvision (competitive vision) where everything is so bright and colorful and ones that stick to the dark and gritty aesthetics, its just like tf2 pyrovision except its for graphic preference

    • @creativecipher
      @creativecipher Год назад

      @@nerovar23 Great saying :)

    • @IrrationalDelusion
      @IrrationalDelusion Год назад

      I just hate sunny desert day

    • @IrrationalDelusion
      @IrrationalDelusion Год назад +1

      @@FrancisDoubleA Then everyone will use it…. It’s disgusting. Just make colors realistic without artificial shine of superlighting same sun everywhere

  • @reaperz5677
    @reaperz5677 9 месяцев назад +2

    Yeah, unfortunately, Dust 2 just doesn't LOOK ray-traced in CSGO2. It just looks more natural in CSGO. Sometimes artificial shadows add more than realistic lighting.

  • @kellenwalburn5238
    @kellenwalburn5238 Год назад +3

    My only complaint right now is the lighter colors look TOO vibrant. Like if you play for a long time you'll start to get eye fatigue. However, I don't have access to the Beta, so I'm only going off the videos and photos I've seen. When i first saw A site mirage I thought "wow... that's really bright and vibrant. Almost painful." But I'm open to it. I'll give it a shot when the game releases. I'm still VERY optimistic

  • @bombboy3427
    @bombboy3427 Год назад +2

    I feel as an odd one out in saying that I really like CSGOs gritty color palette.
    Having the entire game feel grudgy is odly refreshing nowadays.
    Literally every, single, other FPS are either bright and colorful or bland and realistic, so having one that actually feels dark is so fresh.

    • @Ge0Mancer7
      @Ge0Mancer7 Год назад +2

      Honestly! I agree

    • @legitplayin6977
      @legitplayin6977 Год назад

      “Literally every, single, other FPS is bright and colourful”
      Ready or not, arma, squad….

    • @bombboy3427
      @bombboy3427 Год назад

      @@legitplayin6977 I mean art style and rendering.
      Though those games aren't necessarily bright, they're not stylized or gritty, if that makes sense.
      They still fall into the same pile as all "realistic" games IMO. I'll edit my comment.

  • @chesement4131
    @chesement4131 Год назад +3

    5:47 i wonder if the color bleeding may actually ruin the vision of the map makers. if they thought italy (real italy) looked a certain color, would the resulting purple color cancel out their vision? is this something that cs2 mappers may need to think about?

  • @Fasguy
    @Fasguy Год назад +9

    Valve's engines always have this odd feeling in the presentation, that instantly makes them recognizable. Be it GoldSrc, Source or Source 2, you can usually tell pretty easily. It really is a weird phenomenon.

  • @kyle44514
    @kyle44514 Год назад +1

    The probably with CS2 isn’t a lack of brightness, but a lack of contrast. CS2 looks rather flat, with outdoor areas being only marginally brighter than indoor areas. Valve’s mapmakers seem to have a serious fear of dark shadows, because there are practically none in either of the playable CS2 maps we have had thus far.

  • @yoked391
    @yoked391 Год назад +10

    they need to darken the colors and add some grit/dirt textures to compensate for the brightness

    • @PoollShietz
      @PoollShietz Год назад

      Yup. The texturing is very poor, If the map imported to Unreal 5 it will still look lacking Like its a preview model

  • @gangreen7880
    @gangreen7880 Год назад +1

    IMO they gave the game as a whole a more uniform style but sacrificed the individual character of the maps. I do like the color though.

  • @DeathMonkeys
    @DeathMonkeys Год назад +2

    As I’m getting older I find it harder to see in dark areas so I quite frankly like the brightness increases.

  • @n1trogasoline
    @n1trogasoline Год назад +1

    The maps are fine, is just that when the characters are paired with them, it becomes cartoony. I feel that Valve needs to update at least the faces to something like HL:A level detail.

  • @AnonTen
    @AnonTen Год назад +4

    FYI, Half-Life: Ray Traced has a hardcoded small bounce limit, which is probably why it matches CS:GO more than CS2, when it does. Otherwise the sun is just that much brighter in there than in CS2.
    Oh and also, there's a (minor?) bug in HLRT with how sky light ignores surface albedo, so green grass may appear purple if the sky is purple, even though green grass can not reflect red and blue.

  • @pereira9999
    @pereira9999 Год назад +1

    textures are looking insane in 1.6 raytraced... from far view, they have really good bump mapping, and from close view, they have this pixelated details that i instantly fell in love into with this plus lightning effects.

  • @TheShkar
    @TheShkar Год назад +15

    I remember, that Aztec supposed to be Grey-Green, Prodigy - Purple/Blue/Grey, Storm - brown, Survivor - white, Assault - blue all the way, and at different times of day... And only Dust 1-2, Arabstreets and a couple of others were supposed to be yellow/orange. In CSGO EVERY map has some sort of yellow, dusty filter in it, which I hate.
    It brings joy to my eye, that colors are finally back, and environment on each map is gonna be different color-wise.

    • @ububububububububub1667
      @ububububububububub1667 Год назад

      office isn't very yellow

    • @TheOnlyCoolAndHandsome
      @TheOnlyCoolAndHandsome Год назад +2

      I like early csgo maps colours, from 2013, dust2 gray, nuke gray, mirage gray, cache gray, inferno gray, militia green but dim. Cobblestone was also green and dim. Looking at anubis now makes my eyes burn

  • @Pluvillion
    @Pluvillion Год назад +1

    I feel Source has imbued this style of lighting for eons that people consider is as "realistic" when in reality, Source 2's the one that gets it right. However, I suppose it won't hurt for CS2 to have this CSGO option, or even downright tweaking each of the map's aesthetic to that of CSGO's. It seems what sets the mood for the game is the dark, gritty, and contrasty nature of the lighting.
    Though I have to agree, CS2 _does_ look a tad bright at times where it shouldn't be.

  • @MegaPancakez
    @MegaPancakez Год назад +5

    The nostalgia I got from you going through some of the older 1.6 maps blew my mind. Banger vid.

  • @wek33
    @wek33 Год назад

    mirage at 6:46 is looking like later evening. still warm after a hot day, as a refreshing humid breeze blows through.

  • @latzulatzu5521
    @latzulatzu5521 Год назад +3

    Will you make guides for map making in cs2 when it comes out?

  • @ShakeITyEA
    @ShakeITyEA Год назад +1

    "should cs be so bright and colorful?"
    "perhaps its TOO colorful?"
    yep thats why literally 90% of players are using vibrance cranked to 100%, because they looooove the washed out grey look so much.

  • @AngelSonevski
    @AngelSonevski Год назад +5

    Phillip what's your opinion on the new loadout system? Personally I think limiting options like that is never good and without huge rebalancing it will result in a lot of forgotten weapons unfortunately

  • @user-sl6gn1ss8p
    @user-sl6gn1ss8p Год назад +1

    One thing to note about this comparison is that the baked lights on 1.6 (and earlier and later : p) had quite a few knobs you could turn. So light could bounce more, or less, shadows could be softer or harsher, the light of the sun and shadows could change, you could add ambient light, brightness, gamma, etc, etc. All of this was under the artistic control of whoever was compiling the map and was taken in consideration when authoring textures and setting up lights.
    Swapping the lighting for ray-tracing just throws away all of that artistic intention, to a point I don't think it's fair to say it's "more accurate", since it's not what the maps were developed for to begin with: they were made to look as intended on the rendering system of the time, not as real places to be simulated by the engine.
    You definitely could make bright and saturated maps in the old games, so the artistic intention is clear.

  • @sayyiddaffam6822
    @sayyiddaffam6822 Год назад +3

    Nostalgia when you showed old and forgotten maps like de_tides

    • @XanderNiles
      @XanderNiles Год назад

      And de_truth. Classic Condition Zero maps.

  • @KarraNikito
    @KarraNikito Год назад +1

    @33kliksphilip Hi! I am a mapmaker, could you please tell me the name of the map/bsp shown at 9:24?
    I would love to check it out. Thanks!

  • @elliot9634
    @elliot9634 Год назад +5

    awesome as always phillip. i could not imagine anyone else doing what you do for us.

  • @AustinH7
    @AustinH7 Год назад +52

    CSS is peak art style. It’s cozy, bright and realistic

    • @muneerthepioneer6306
      @muneerthepioneer6306 Год назад +16

      i think cs go should use fortnites art direction maybe add pickaxes instead of the regular boring knifes

    • @Oodelally
      @Oodelally Год назад +9

      CSS’ textures are beautiful and I will die on that hill, that and the lighting are much better than in CSGO

    • @veeeen
      @veeeen Год назад +7

      @@Oodelally agree, loading up Inferno in CSS feels so cozy every time

    • @1337Ox
      @1337Ox Год назад +7

      @@veeeen man CSS Inferno looks sooo good, I remember I hated that map because I used to have low fps there, good old days

    • @IrrationalDelusion
      @IrrationalDelusion Год назад

      YESSSSS

  • @realbr1koo
    @realbr1koo Год назад +1

    The problem with it is not that its birght and glowy, it looks in 1.6 even better imo, because it really feels like the sun is shining like hell. The problem is that the devs dont even dare to put decent shadows and dark areas in their games because of the bs pro aspect. It does look stupid, because certain areas just shouldnt be that bright. In the end they turned cs2 into a cartoony childs game, in the most subtle way.

  • @Bendwow
    @Bendwow Год назад +7

    As good as the newer and updated maps look, I miss the grittier look and feel of older games/maps. I won't mind the new versions of cs2 as long as they don't look too cartoony.

  • @pangtundure
    @pangtundure Год назад

    10:00 We didn't have a helmet !! , I thought we always had one

  • @branislavcunta7763
    @branislavcunta7763 Год назад +8

    I prefer moody 1.6 aesthetic with all its dark night maps and dogs barking in the background.
    But I grew up in the times when dark and edgy was all the rage so I can't judge too much.

    • @ububububububububub1667
      @ububububububububub1667 Год назад

      that's true, part of why I like how the old maps look is a lot of playing older games lol.

  • @dentron9885
    @dentron9885 Год назад +2

    I think they had to bump the brightness for the visibility/blending problems they created with the player skins, it was pretty bad in some areas. I would still prefer a toggle off for showing default only skins, but valve shows an unwillingness to do so.

  • @kingbump6829
    @kingbump6829 Год назад +9

    Looks like they're trying to be Valorant. In the name of visibility, I say Valve should replace all the level geometry with white cubes and also add thick bright outlines around every player.

  • @Neox999
    @Neox999 Год назад

    5:13 Isn't this very similar to the "High Dynamic Range - Bloom" setting from CS:S? When you are in a dark area the exposure is adjusted. You can also see the same effect in motion at 4:01 quite clearly. Notice how bright everything is when inside and then how everything becomes less bright once outside.

  • @NeofolkClassics
    @NeofolkClassics Год назад +3

    Been thinking of this before seeing this video. Main thing is that brightness is GOOD if enemies stay dark and distinguishable, but it does not need to be gaudy and kitschy with SATURATION. Brightness good, excess saturation not so good.

  • @RileyReidMeABook
    @RileyReidMeABook Год назад +1

    most people i know have 130% brightness on anyway.

  • @Cup_70
    @Cup_70 Год назад +6

    It's a bit too over exposed for me, but perhaps it will look different in game once I can tweak some settings.

  • @Abandoned_One
    @Abandoned_One Год назад +1

    simple answer: no, it might only help when ppl are camping in weird corners for example

  • @ThatOtherAndi
    @ThatOtherAndi Год назад +11

    The better and brighter lighting in CS2 is literally THE new feature for me. I'm highly visually impaired and I can barely play CS:GO on master guardian elo. This will change a lot for me, can't wait to get my hands on it.

  • @moumouhigi5837
    @moumouhigi5837 9 месяцев назад +2

    i like the depressing lighting more

  • @Kacpa2
    @Kacpa2 Год назад +13

    I think best result would be baking in the raytraced lighting permanently into the map, so it doesnt shift around and bug out.

    • @meyr1992
      @meyr1992 Год назад +2

      what ??? what is the difference between that and normal baked in shadows, it needs to shift around for it to be realistic

    • @UndercookedBratwurst
      @UndercookedBratwurst Год назад

      Not to mention the map size would be atrociously huge

    • @rainbowflash5937
      @rainbowflash5937 Год назад

      ​@@meyr1992 Exactly. Baked lightning did Raytracing ages ago already but well it's static and won't change its basically a static texture.

  • @Pvydrow
    @Pvydrow Год назад +1

    I would like them to at least tweak some of the contrast in the lighting, dark coreidors are just so bright right now that it just doesn't even look right or realistic, it's just BRIGHT bright, besides that though, the slight bit of colorful bounce lighting is welcome and the lighting itself is much better obviously, just these things that need and deserve tweaking for the final release

  • @amyshaw893
    @amyshaw893 Год назад +5

    honestly, yes, i think it should be. with the player models so dark, it really helps them stand out well and increases readability

    • @thechugg4372
      @thechugg4372 Год назад

      If visibility is what matters why do we even have characters? Lets all be giant cylinders walking around... Thats just a dumb argument.

    • @amyshaw893
      @amyshaw893 Год назад

      @@thechugg4372 if visibility doesnt matter when why do we even have graphics at all?

  • @jacquenixon3964
    @jacquenixon3964 Год назад +1

    The movement feels like im playing some janky indie game made by a kid not the smooth clean movement from og cs

  • @risheeeesh512
    @risheeeesh512 Год назад +3

    Phil, are you superior or inferior to Phil Neville?

  • @Peter-gb4ey
    @Peter-gb4ey Год назад +1

    What I'd enjoy is seeing those CS:GO maps in workshop that are night time and then ray trace those!

  • @Ge0Mancer7
    @Ge0Mancer7 Год назад +7

    I miss the old, more gritty style of CS:GO. Before the Dust2 overhaul, before panorama. It seemed more serious. Now CS2 is more colourful than a playground!

    • @weplo1597
      @weplo1597 Год назад

      I agree. Cs feels like Tf2 now

  • @PintsofGuinness
    @PintsofGuinness Год назад +2

    i predict i'll have to turn down the brightness in CS2 quite a bit. watching footage of the game is slightly overwhelming.

  • @JaySea099
    @JaySea099 Год назад +8

    I think cs2 looks good but it's a tad too bright, for instance mirage CT spawn. Also I feel like the dark areas aren't dark enough

    • @cheatoffchannel6320
      @cheatoffchannel6320 Год назад +1

      Turn down brightness in the settings...

    • @lufetm
      @lufetm Год назад

      Yeah but if you darken dark areas and leave bright areas bright then visibility would worsen

    • @JaySea099
      @JaySea099 Год назад

      @@lufetm Yeah its difficult, I think one thing they can change without impacting visibility is the viewmodels though. When you’re in the shade they look all washed out and grey. Hard to describe really

  • @MediumKeyCubbage
    @MediumKeyCubbage Год назад

    I know that the music in this section is Crossing Those Islands but anything after 5:52 sounds really good, i was wondering if the song got updated cuz i really really like how this sounds, where can i hear the whole thing?

  • @FenNick1994
    @FenNick1994 Год назад +3

    There really has to be a point where yet another remake of a game does add different visual themes like this.
    So long as the older games still have some players, everyone can be happy.

  • @sergiothee
    @sergiothee 11 месяцев назад +1

    What sountrack do you use in your videos? Is the background music your authorised track?