Spaces:
Running
Running
Add 'What's recorded' section: video specs, inputs, world state, g-buffers
Browse files- 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
- README.md +11 -0
- 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
|
|
| 36 |
- **Spatial-audio conditioning.** Audio is recorded per-player with HRTF positional cues, so models can learn to localize footsteps, gunfire, and callouts.
|
| 37 |
- **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.
|
| 38 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 39 |
## Dataset
|
| 40 |
|
| 41 |
`blanchon/cs2_dataset_render`, derived from `blanchon/cs2_dataset_demo`. Licensed under `CC-BY-4.0`.
|
|
|
|
| 36 |
- **Spatial-audio conditioning.** Audio is recorded per-player with HRTF positional cues, so models can learn to localize footsteps, gunfire, and callouts.
|
| 37 |
- **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.
|
| 38 |
|
| 39 |
+
## What's recorded
|
| 40 |
+
|
| 41 |
+
For every chunk (β€ 1 minute, one player POV):
|
| 42 |
+
|
| 43 |
+
- **Video** β 1280Γ720 @ 32 fps, near-lossless H.264. One stream per player; ten POVs per round all tick-aligned.
|
| 44 |
+
- **Audio** β per-player stereo with HRTF positional cues (footsteps, gunfire, callouts).
|
| 45 |
+
- **Inputs** β every tick: keyboard state, mouse delta, fire/jump/use, weapon switches.
|
| 46 |
+
- **World state** β every tick, for all 10 players: position, velocity, view yaw/pitch, camera intrinsics, health, armor, ammo, primary/secondary weapon, alive flag.
|
| 47 |
+
- **G-buffers (coming soon)** β per-pixel luminance, depth map, and vertex-ID map for self-supervised pretraining and dense prediction heads.
|
| 48 |
+
- **Tick-perfect alignment** β every signal is sampled on the same CS2 tick clock. No drift, no resampling artifacts, no per-stream timestamp reconciliation.
|
| 49 |
+
|
| 50 |
## Dataset
|
| 51 |
|
| 52 |
`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 @@
|
|
| 186 |
</div>
|
| 187 |
</section>
|
| 188 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 189 |
<!-- Stats -->
|
| 190 |
<section class="mx-auto max-w-5xl pt-10">
|
| 191 |
<div class="grid grid-cols-2 gap-3 sm:grid-cols-4">
|
|
|
|
| 186 |
</div>
|
| 187 |
</section>
|
| 188 |
|
| 189 |
+
<!-- Recordings: what's in each chunk -->
|
| 190 |
+
<section class="mx-auto max-w-5xl pt-10">
|
| 191 |
+
<h2
|
| 192 |
+
class="font-heading text-muted-foreground text-center text-xs font-semibold tracking-[0.2em] uppercase"
|
| 193 |
+
>
|
| 194 |
+
What's recorded
|
| 195 |
+
</h2>
|
| 196 |
+
<div class="mt-6 grid grid-cols-1 gap-3 sm:grid-cols-2 lg:grid-cols-4">
|
| 197 |
+
<div class="bg-card rounded-md border p-3">
|
| 198 |
+
<div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
|
| 199 |
+
Video
|
| 200 |
+
</div>
|
| 201 |
+
<div class="font-heading mt-1 text-sm font-semibold">1280Γ720 Β· 32 fps</div>
|
| 202 |
+
<p class="text-muted-foreground mt-1 text-xs leading-relaxed">
|
| 203 |
+
Near-lossless H.264, one stream per player POV. 10 streams per round, all tick-aligned.
|
| 204 |
+
</p>
|
| 205 |
+
</div>
|
| 206 |
+
<div class="bg-card rounded-md border p-3">
|
| 207 |
+
<div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
|
| 208 |
+
Inputs
|
| 209 |
+
</div>
|
| 210 |
+
<div class="font-heading mt-1 text-sm font-semibold">Keyboard + mouse</div>
|
| 211 |
+
<p class="text-muted-foreground mt-1 text-xs leading-relaxed">
|
| 212 |
+
Per-tick keystrokes, mouse delta, fire/jump/use, weapon switches β the actions a policy
|
| 213 |
+
has to predict.
|
| 214 |
+
</p>
|
| 215 |
+
</div>
|
| 216 |
+
<div class="bg-card rounded-md border p-3">
|
| 217 |
+
<div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
|
| 218 |
+
World state
|
| 219 |
+
</div>
|
| 220 |
+
<div class="font-heading mt-1 text-sm font-semibold">Per-tick game state</div>
|
| 221 |
+
<p class="text-muted-foreground mt-1 text-xs leading-relaxed">
|
| 222 |
+
Positions, velocities, camera intrinsics, health, armor, ammo, weapons β for all 10
|
| 223 |
+
players, every tick.
|
| 224 |
+
</p>
|
| 225 |
+
</div>
|
| 226 |
+
<div class="bg-card rounded-md border p-3">
|
| 227 |
+
<div class="text-muted-foreground text-[10px] font-semibold tracking-wider uppercase">
|
| 228 |
+
G-buffers <span class="text-amber-600 dark:text-amber-400">Β· soon</span>
|
| 229 |
+
</div>
|
| 230 |
+
<div class="font-heading mt-1 text-sm font-semibold">Luminance Β· depth Β· vertex IDs</div>
|
| 231 |
+
<p class="text-muted-foreground mt-1 text-xs leading-relaxed">
|
| 232 |
+
Per-pixel auxiliary channels for self-supervised pretraining and dense prediction heads.
|
| 233 |
+
</p>
|
| 234 |
+
</div>
|
| 235 |
+
</div>
|
| 236 |
+
<p
|
| 237 |
+
class="text-muted-foreground/80 mx-auto mt-4 max-w-2xl text-center text-[11px] leading-relaxed"
|
| 238 |
+
>
|
| 239 |
+
Every signal β video, audio, inputs, world state β is sampled on the same CS2 tick clock. No
|
| 240 |
+
drift, no resampling artifacts.
|
| 241 |
+
</p>
|
| 242 |
+
</section>
|
| 243 |
+
|
| 244 |
<!-- Stats -->
|
| 245 |
<section class="mx-auto max-w-5xl pt-10">
|
| 246 |
<div class="grid grid-cols-2 gap-3 sm:grid-cols-4">
|