All about DECALS



Everything you’ve ever wanted to know about these beautiful little things… and much, much more!

0:00 – Intro
0:22 – Leaving them for a long time
0:39 – Firing in the same place
1:01 – How many decals at once?
2:08 – The difference that shader details make
2:52 – Which setting do I recommend?
3:15 – Overlapping decals
3:27 – Why blood is a disappointment
3:44 – Effect detail settings
3:59 – Do static decals make a difference?
4:27 – Disappointing Displacements

Thanks to Jimmie P Rodgers for the free didgeridoo from here!

And thanks to xSnowmaNx for his early research into this topic

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22 Comments

  • Valve please fix.

    Cosmic
    Posted July 25, 2020
  • OMG HE DID IT GUYS HE DID THE THING AT 0:26 OMG!

    Geunter Shabowski
    Posted July 25, 2020
  • after all these years I still love the 2 second joke at 0:31 that probably took at least an hour to recompile the map several times with different lighting and shoot the same bullet holes

    The Primer Minister of America
    Posted July 25, 2020
  • since when did youtube let you divide up a video into sections?

    Spirited Spy
    Posted July 25, 2020
  • Overwatch's system makes me sad

    xXGIMpL0rdXx
    Posted July 25, 2020
  • 디저리둨ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ

    곽준혁
    Posted July 25, 2020
  • In cs source u can disable it completely

    Caesar Kenji Prawira
    Posted July 25, 2020
  • I punched wood,it left decal
    w o w

    Dondlo
    Posted July 25, 2020
  • displacements (if they understand correctly what they are) – need the decal texture to actually be projected onto the displacement geometry which is assumed to be more complicated than standard geometry, meaning either vertex shader for the decal quad to make it properly stick to displacement faces, or outright pixel shader projecting the decal texture per/pixel onto the displacement surface. both methods are more expensive than just slapping a quad on standard geometry (which is assumed to be simpler) and maybe just snipping off the parts of the decal quad at the points where it stops properly sticking to the geometry surface…?

    MidnightSt
    Posted July 25, 2020
  • 0:27 i wonder… was this purely a joke, or did you actually think they might be time-based? because… if you did, I think I kinda overestimated your technical knowledge a bit.

    MidnightSt
    Posted July 25, 2020
  • Nuh! Duh! Don!

    MEPO
    Posted July 25, 2020
  • that day night transition was low key really cool

    Ryan A
    Posted July 25, 2020
  • 100% incorrect.

    Nobody uses the Negev

    EpicGaming11195
    Posted July 25, 2020
  • What about sprays?

    Sonic_Exe231
    Posted July 25, 2020
  • 0:30 how tf the sun is moving

    Michael Poggers
    Posted July 25, 2020
  • I hate sprays
    Not gun sprays like sprays on walls

    TyMacGaming
    Posted July 25, 2020
  • Bulllet shells…

    Imie Nazwisko
    Posted July 25, 2020
  • 966 bullets? In 966 there was something in poland! and ITS MY COUNTRY YEEEEEEAAAAAA BOIIIIIIIIIIII

    a b b y s
    Posted July 25, 2020
  • Most games have decals that disappear a lot faster.

    jojolafrite90
    Posted July 25, 2020
  • bind "w" "+forward; r_cleardecals"

    m3rt
    Posted July 25, 2020
  • 3 years late but love the aussie joke

    Jameszim
    Posted July 25, 2020
  • 0:22 "NGH! DEH! DUH!"

    Renziel Nicdao
    Posted July 25, 2020

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