CS:GO - Improving Visibility

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CS:GO's becoming increasingly bright and colourful. Here's how to accelerate that process.
Console command (Requires sv_cheats 1): r_modelambientmin
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*Glowing green player models*
Ex Quake competitive players: "we are home again"

tehsma
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I don’t think it’s a question of visibility since it used to be that everyone had the same (or very similar) character skins and most map makers take them into account. So in the end, everyone has more or less the same visibility over the course of the game.
But now that character skins has been introduced, people with skins that blend in with certain props or texture get a clear advantage over others that don’t have that skin.

cyansuy
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2:20 And suddenly we're in Morioh.

percher
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An option do disable custom skins on enemies would be enough...

I remember when we used to force all models of a certain team to be the same back in 1.5, that alone improved gameplay a lot

rogercruz
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I think that before skins CS GO was in a really good place. Map makers decided the skins and they mostly looked similar for each team. If you camouflaged, it was because the map maker made it that way (intentional or not).
Now the ones who get to camouflage are those who have a big enough wallet and map makers just have to deal with every skin in the game. I think that skins took it too far

Subzerus
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CS:GO five years from now
- mat_fullbright 1 is now enabled by default to improve visibility
- removed lighting on all levels currently in competitive rotation

sulphurous
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We had this back in quake 3 times, comp scene pretty much forced using these bright models.

anderleok
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I don't mind dark corners that feel like they're meant as hiding spots, but most of the time I want visibility to be high. Players being hard to spot in dark corners is fine, but blending in with the background is a pain in the ass. I remember SEALs in Atzec being hard as hell to see properly sometimes, and the most likely reason they were used was that they were the most sensible model realism-wise.

And then there was the damn fog.

EnoEtukeno
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The thing with fullbright/brightskins is exactly how Quake and many other arena shooters does it. I don't think it's cheating at all.

iwiffitthitotonacc
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I think visibility should remain a relatively high priority when further designing the game. It's well within the realms of design to make the game both look readable and maintain a certain style or a look.
As an already highly clean looking game, CS:GO could be slightly more readable than it now is in my opinion. Lighting up the models, way more subtly than demonstrated here, could do it. Small part of why 1.6 or CS:S barely ever had this problem was because of the simpler lightning engine that blends models into the environment that much less accurately, that it subtly helps your eyes pick up the slightly clashing shading. It's just one small thing that adds up to overall visibility.

Murukku
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3:24 that looks like an amazing painting :D

willyonthewheelchair
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Camoflauging is fine IF and ONLY IF all models are consistent in where they can hide. So pre-new models, I’m fine with people hiding in corners that obscure them somewhat. But in a world where different models of different prices lead to different hiding ability, visibility should be valued more than before

bambostic
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Dirty Bomb did this fantastically IMO. Enemy players had a thin (but noticeable) red outline on them, as well as a slightly different camo pattern for enemies playing that character vs friendlies. It made tracking people easy even during the high speed the game usually went at.


I'm 100% in favor of player outlines, or at least some level of self-illumination. It always blows when you get killed by someone difficult to see. Furthermore, Valve's decision to brighten up dark spots of maps (notable, Inferno and Cache) makes it seem like they do not consider "blending in" an intended gameplay strategy.

strangemodul
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2:20 *crazy noisy bizarre town starts playing*

saenskur
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Hey Philip. Thank you for making so much videos these days. I always love to see one in my feed.
It really helps in these boring Home-Office-Days.

Stay safe and healthy!

Esteran
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I would like them visible through walls and with a red outline. You know, like Clara

flooo
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For a game that's "competitive" there sure is alot of client side issues...

Dominic
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I'm colorblind and honestly I really am starting to feel the disadvantage more and more lately. This wasn't the case with 1.5 and 1.6. Just brightening the maps isn't enough, many current character models merge easily with the map to me. I would definitely like an option for that.

stomana
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3kliksphilip love the videos keep it up by far my favourite youtuber i love the detail you go into.

Kiroshia
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I like the method Quake Champions uses to make player models easily visible; putting a bright red outline glowing around enemies

timquestionmark