VRAD (Source 2): Difference between revisions
		
		
		
		
		
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| '''VRAD2''' and '''VRAD3''' 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]]. | ||
| In {{cs2|4}}, 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  | In {{cs2|4}}, which introduced {{code|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 {{code|VRAD2}} has been removed. | ||
| {{todo|Add more information about the Source 2's VRAD2/VRAD3 lighting.}} | {{todo|Add more information about the Source 2's VRAD2/VRAD3 lighting.}} | ||
Revision as of 08:16, 28 September 2023
VRAD2 and VRAD3 (only in  ) are the command-line tools that calculate and embed lighting data into compiled maps. It is the
) are the command-line tools that calculate and embed lighting data into compiled maps. It is the  Source 2 counterpart of
 Source 2 counterpart of  Source 1's VRAD.
 Source 1's VRAD.
In  Counter-Strike 2, which introduced
 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.


























