VRAD (Source 2): Difference between revisions
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'''VRAD2''' and '''VRAD3''' {{only|{{cs2}}}} are the [[command-line]] tools that calculate and embed lighting data into compiled maps. It is the {{source2|4}} counterpart of {{source|4|nt=3}}'s [[VRAD]]. | '''VRAD2''' and '''VRAD3''' {{only|{{cs2}}}} are the [[command-line]] tools that calculate and embed lighting data into compiled maps. It is the {{source2|4}} counterpart of {{source|4|nt=3}}'s [[VRAD]]. | ||
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{{todo|Add more information about the Source 2's VRAD2/VRAD3 lighting.}} | {{todo|Add more information about the Source 2's VRAD2/VRAD3 lighting.}} | ||
== See | == See also == | ||
*[[VRAD]] - {{source|4|nt=3}} counterpart. | *[[VRAD]] - {{source|4|nt=3}} counterpart. | ||
*[[QRAD]] - {{goldsrc|4}} counterpart. | *[[QRAD]] - {{goldsrc|4}} counterpart. |
Revision as of 01:26, 4 January 2024
VRAD2 and VRAD3 (only in ) are the command-line tools that calculate and embed lighting data into compiled maps. It is the
Source 2 counterpart of
Source 1's VRAD.
In Counter-Strike 2, which introduced VRAD3, a GPU with ray tracing support (NVIDIA RTX, Intel Arc or AMD Radeon 6xxx+ series) is required to both preview and bake lighting[confirm]. The old deprecated CPU lighting compiler and VRAD2 has been removed.
Todo: Add more information about the Source 2's VRAD2/VRAD3 lighting.