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Me and Chad Burchill discussed that "Mirage pixel bug" from Monte vs Parivision at the Major. Here it is recreated at different spot, it has to do something with tiny pixel gaps I suppose... Chad Burchill CS2 Anyone can share more examples and help Valve troubleshoot this one.

60,440 Aufrufe • vor 3 Monaten •via X (Twitter)

15 Kommentare

Profilbild von Alexander Szymanczyk
Alexander Szymanczykvor 3 Monaten

@SPUNJ @CounterStrike the answer of the admin was hilarious, when we asked he said: ITS IN THE GAME. i was like ??? yeah every bug is in the game what are you talking about

Profilbild von STYKO
STYKOvor 3 Monaten

@SPUNJ @CounterStrike Was this banned at some other event you previously played? Just out of curiosity.

Profilbild von Alexander Szymanczyk
Alexander Szymanczykvor 3 Monaten

@SPUNJ @CounterStrike yes at PGL astana it was banned - pixelwalk was also banned at the paris major

Profilbild von STYKO
STYKOvor 3 Monaten

@CounterStrike The moment from the Major in question:

Profilbild von Ľuboš Ilko
Ľuboš Ilkovor 3 Monaten

@SPUNJ @CounterStrike

Profilbild von STYKO
STYKOvor 3 Monaten

@SPUNJ @CounterStrike I could not recreate this one. Can you send your exact video settings ingame? I suspect filtering and even resolution might impact this to some extent.

Profilbild von Ľuboš Ilko
Ľuboš Ilkovor 3 Monaten

@SPUNJ @CounterStrike

Profilbild von Ľuboš Ilko
Ľuboš Ilkovor 3 Monaten

@SPUNJ @CounterStrike 1280x960

Profilbild von eugenio8a8
eugenio8a8vor 3 Monaten

@SPUNJ @CounterStrike oh this is still a thing?? btw resolution and aspect ratio does have an effect on this as well...and probably texture filtering and anti-aliasing,you just need to send them this, they will know what is about...a boring thing to patch tho

Profilbild von expose.gg
expose.ggvor 3 Monaten

The reason is the depth filter. For performance, smoke uses a quarter-resolution depth/mask, and the final upscale or AA cannot fix the artifact because the pixel has already been cut by the depth filter. The easiest way to reproduce it is to throw a smoke in Mirage window and inspect the pixels along the top edge. The depth filter is needed because the smoke volume intentionally overextends into map geometry to close small gaps. If you look at the window from a 90-degree angle, you can physically see where the smoke volume really is - beyond thin wall. From the front perspective, that overextension is hidden by the depth filter.

Profilbild von Tomey1
Tomey1vor 3 Monaten

@SPUNJ @CounterStrike

Profilbild von neal 🇨🇳
neal 🇨🇳vor 3 Monaten

@SPUNJ @CounterStrike saw this on tiktok a while ago but probably first time it was used at a t1 event

Profilbild von Uncuepa
Uncuepavor 3 Monaten

@SPUNJ @CounterStrike happens because smokes render at half resolution, so the lower res, the easier to see

Profilbild von NyK
NyKvor 3 Monaten

@SPUNJ @CounterStrike i could not recreate the inferno or mirage one by myself. i think its based on graphics settings. (mine are literally lowest possible)

Profilbild von Speciality_
Speciality_vor 3 Monaten

@SPUNJ @CounterStrike Turn on FSR and it works anywhere there’s a smoke next to a wall. It’s been a thing since the game’s been out. Kind of wild how it’s just now being abused

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