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both source 1 and source 2 use precalculated ray traced lighting, meaning the heavy work with calculating lighting is done before the map is playable, this allows nice lighting with out the massive gpu overhead lighting would normally have.
source 1 did all the ray tracing calculations on the cpu.
lighting for source 2 has improved greatly and with gpus that now have dedicated cores for ray tracing there was no reason for valve to keep the old cpu based lighting tool as it would have been hundreds of times slower.
The rtx cards do have special "tensor" cores which is just a fancy setup to accelerate matrix math. I still remember doing matrix math in highschool on paper for algebra2 and it was prolly one of the more fun things I did. I know stupid right. Im not sure I could do it now without taking algebra 2 again since its been 25 years, but I know enough to have a computer do it for me lmao.
They only use the RTX cores to accelerate preview lighting, which honestly why they cant have a fallback, prolly just laziness. And it likely does accelerate the rad process, but in the end its still all done during the initial map compilation. I havent used hammer since 2017 , when I took a long hiatus after trust factor came out. Was curious about the sdk for source2 since I did however use hammer for almost 20 years before 2017, I was very comfortable using it.
If cs2 used rtx lighting, then you would need a rtx to play it on the max graphics settings, prolly still do or the amd equivalent anyway in terms of raw rasterizing power.
Your basically SOL on this one op, your gonna have to get a rtx card if you wanna compile maps with basic hammer support, perhaps someone has developed a third party plugin or something with a fallback process. But I dont care enough to check it out.
I really suggest learning how to use unity (bleh), godot, unreal, or if your really serious about game development, start tinkering with making some dinky little engine of your own.
Blender might be something your interested in learning because you can export models from blender into source2, supposedly easier than what was required in source1, which wasnt hard but it was certainly a pain.
According to this thread.
https://np.reddit.com/r/hammer/comments/17fs69z/why_does_cs2_hammers_map_compiling_only_work_with/?rdt=48589
Yeah, thats sounds about right, exactly what I thought. It could have cpu/gpu support, but they dont care enough to add it.
thats also the reason why dynamic lights suck in source games.
tensor cores do tensor algebra, which is mainly for AI. other then helping with something like DLSS they have no real purpose for gaming or ray tracing.
yes it does use ray tracing cores to accelerate the lighting preview, but it also uses it to compile the lighting for the map.
"Hammer now leverages GPU accelerated raytracing to both preview and bake lighting for Counter-Strike 2 maps, drastically speeding up compile times, even on lower end hardware. As such, a GPU capable of raytracing is now required for Hammer to be fully functional."
https://developer.valvesoftware.com/wiki/Counter-Strike_2_Workshop_Tools/Level_Design