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Add 'What's recorded' section: video specs, inputs, world state, g-buffers

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- Home page: 4-card panel describing video (1280x720 @ 32fps near-lossless),
inputs, per-tick world state, and the upcoming g-buffers
- README: matching bullet list with full schema details

Files changed (2) hide show
  1. README.md +11 -0
  2. src/routes/+page.svelte +55 -0
README.md CHANGED
@@ -36,6 +36,17 @@ This dataset turns those demos into rendered, frame-accurate, fully-annotated tr
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  - **Spatial-audio conditioning.** Audio is recorded per-player with HRTF positional cues, so models can learn to localize footsteps, gunfire, and callouts.
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  - **Multi-agent training.** All 10 perspectives of the same round are kept aligned tick-for-tick β€” useful for collaborative policies, opponent modelling, and multi-player world models.
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  ## Dataset
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  `blanchon/cs2_dataset_render`, derived from `blanchon/cs2_dataset_demo`. Licensed under `CC-BY-4.0`.
 
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  - **Spatial-audio conditioning.** Audio is recorded per-player with HRTF positional cues, so models can learn to localize footsteps, gunfire, and callouts.
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  - **Multi-agent training.** All 10 perspectives of the same round are kept aligned tick-for-tick β€” useful for collaborative policies, opponent modelling, and multi-player world models.
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+ ## What's recorded
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+
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+ For every chunk (≀ 1 minute, one player POV):
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+
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+ - **Video** β€” 1280Γ—720 @ 32 fps, near-lossless H.264. One stream per player; ten POVs per round all tick-aligned.
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+ - **Audio** β€” per-player stereo with HRTF positional cues (footsteps, gunfire, callouts).
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+ - **Inputs** β€” every tick: keyboard state, mouse delta, fire/jump/use, weapon switches.
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+ - **World state** β€” every tick, for all 10 players: position, velocity, view yaw/pitch, camera intrinsics, health, armor, ammo, primary/secondary weapon, alive flag.
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+ - **G-buffers (coming soon)** β€” per-pixel luminance, depth map, and vertex-ID map for self-supervised pretraining and dense prediction heads.
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+ - **Tick-perfect alignment** β€” every signal is sampled on the same CS2 tick clock. No drift, no resampling artifacts, no per-stream timestamp reconciliation.
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+
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  ## Dataset
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  `blanchon/cs2_dataset_render`, derived from `blanchon/cs2_dataset_demo`. Licensed under `CC-BY-4.0`.
src/routes/+page.svelte CHANGED
@@ -186,6 +186,61 @@
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  </div>
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  </section>
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  <!-- Stats -->
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  <section class="mx-auto max-w-5xl pt-10">
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  <div class="grid grid-cols-2 gap-3 sm:grid-cols-4">
 
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  </div>
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  </section>
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+ <!-- Recordings: what's in each chunk -->
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+ <section class="mx-auto max-w-5xl pt-10">
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+ <h2
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+ class="font-heading text-muted-foreground text-center text-xs font-semibold tracking-[0.2em] uppercase"
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+ >
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+ What's recorded
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+ </h2>
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+ <div class="mt-6 grid grid-cols-1 gap-3 sm:grid-cols-2 lg:grid-cols-4">
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+ <div class="bg-card rounded-md border p-3">
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+ <div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
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+ Video
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+ </div>
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+ <div class="font-heading mt-1 text-sm font-semibold">1280Γ—720 Β· 32 fps</div>
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+ <p class="text-muted-foreground mt-1 text-xs leading-relaxed">
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+ Near-lossless H.264, one stream per player POV. 10 streams per round, all tick-aligned.
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+ </p>
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+ </div>
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+ <div class="bg-card rounded-md border p-3">
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+ <div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
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+ Inputs
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+ </div>
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+ <div class="font-heading mt-1 text-sm font-semibold">Keyboard + mouse</div>
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+ <p class="text-muted-foreground mt-1 text-xs leading-relaxed">
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+ Per-tick keystrokes, mouse delta, fire/jump/use, weapon switches β€” the actions a policy
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+ has to predict.
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+ </p>
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+ </div>
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+ <div class="bg-card rounded-md border p-3">
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+ <div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
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+ World state
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+ </div>
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+ <div class="font-heading mt-1 text-sm font-semibold">Per-tick game state</div>
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+ <p class="text-muted-foreground mt-1 text-xs leading-relaxed">
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+ Positions, velocities, camera intrinsics, health, armor, ammo, weapons β€” for all 10
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+ players, every tick.
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+ </p>
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+ </div>
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+ <div class="bg-card rounded-md border p-3">
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+ <div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
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+ G-buffers <span class="text-amber-600 dark:text-amber-400">Β· soon</span>
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+ </div>
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+ <div class="font-heading mt-1 text-sm font-semibold">Luminance Β· depth Β· vertex IDs</div>
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+ <p class="text-muted-foreground mt-1 text-xs leading-relaxed">
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+ Per-pixel auxiliary channels for self-supervised pretraining and dense prediction heads.
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+ </p>
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+ </div>
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+ </div>
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+ <p
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+ class="text-muted-foreground/80 mx-auto mt-4 max-w-2xl text-center text-[11px] leading-relaxed"
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+ >
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+ Every signal β€” video, audio, inputs, world state β€” is sampled on the same CS2 tick clock. No
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+ drift, no resampling artifacts.
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+ </p>
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+ </section>
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+
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  <!-- Stats -->
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  <section class="mx-auto max-w-5xl pt-10">
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  <div class="grid grid-cols-2 gap-3 sm:grid-cols-4">