6:50 I love the idea that someone at Valve was so annoyed at the pop-out issue in your videos that they personally sent you some details on how to fix it.
For anyone else experiencing flickering on the edges of all surfaces on Nuke, try to disable the Fidelity FX Super Resolution. That made a huge difference for me.
When you break the windows close to the ct spawn (i'm not sure how is this place called), the red text on the bottom of the panes flips horizontally just on the beggining of the shattering animation. (It hurts me)
@@arianrose6633 It looks like there's actually a frame there where both the original window and the flipped window (being broken) exist at the same time
@@arianrose6633 in this example, you can also see the shatter effect is also going the wrong way, its breaking as if it was shot from the other side (glass is flying towards the player instead of away), which is pretty interesting
Update! For those confused, there is a video on kliksphilip channel (without a number) that explains these short videos FYI, This video is NO LONGER link-access only. There are four videos under 1 minute long uploaded in the last 5 minutes. None of them are actually considered to be "youtube shorts". Rather, they are just short videos uploaded normally. All of them link to this video in the end. If that was your intent, it's fine. Just saying in case you messed up c:
might be intentional considering the aspect ratio is just the regular 16:9 edit: there are shorts uploaded as shorts today about this same very video, but those other short non shorts videos seem to be separate.
@@noahpoobbailey shorts show less ads so less money. and since those "normal" shorts aren't shown on your subscription feed, he's probably just checking how they will perform without artificial attention coming from the subscribers (except that people found out already)
@@noahpoobbailey cs2 content is uploaded typically as bite sized 60 second regular videos so i'm not surprised philip uploaded this video in chunks and didn't put them in sub boxes to try to cater to the algorithm that way as well
Dang those shadows look nice I'm guessing another reason for using a big ol' bright ball is for performance/reducing the number of actual light sources for the shadows/reflections
those are per-pixel shadows, even high end games don't use it for static lights that often(usually one or two(very taxing) per room or area), here they have placed it everywhere, new nuke is gonna be hell to run on old GPUs or else people with slower GPU are gonna be at disadvantage..
All lights in S2 have a setting called 'Baked Light Indexing'. This is what allows them to cast specular highlights and dynamic shadows. However, you're limited to no more than 4 indexed lights per surface. So it makes sense to just have one big indexed light in the room, and have the rest use more basic lighting. 1:33 You can see that on low settings, the indexed light is disabled, so the room's lighting looks very flat and dull.
@@bshap495 That's not what they're using here. They're simply using fully dynamic point lights. The Baked Light Indexing works the same way as Stationary Lights in Unreal. They create a precalculated shadow mask, which allows the lights to cast specular highlights on lightmapped surface, and only use dynamic shadows for dynamic objects. In 0:54, static meshes cast dynamic shadows (hence the pixelated appearance), indicating it's a dynamic light source.
As a graphics programmer your analysis made me chuckle, "don't know why it does this". Rendering is complicated and perfection is impossible, to achieve something you often need to limit the scope or accept a trade off. And as my old uni lecturer used to say, "if you aren't cheating you're doing it wrong"
7:14 MAN! You have no idea how much i miss CSS glass. The way it breaks there was magical, everytime i had to break a window i couldn't help but play a little with what was left. Not to mention that the remains of the glass which broke would fall to the ground and stay there for a couple of seconds, it was really satisfying to watch.
I was talking to some of my friends about the new glass effects and I said the exact same thing! I certainly prefer it over the new effect, it looks too... animated? i guess?
@@esparttt Yeah it does look a little too animated imho.. and the broken pieces don't even hit the ground, unlike in CSGO with Source 1; *in **7:16** and **7:19** for examples,* maybe they'll fix it later but i dont know :/
My only complaint is the greenery from the canals and the cracks in the concrete were removed, and that the map looks clean. Too clean. I always love to see some amount of grit in Counter Strike maps.
Gotta understand the maps setting, it's an arrival at a recently active and running facility, not an old town street like mirage, dust or inferno (like mentioned in the video too). *d i f f e r e n t m a p s* 🤯
@@ossyx yeah, sure, like the truck the terrorists used to crash into the power plant: pristine and new. Get out of here with that bs argument, look out your window and see the real world for once, NOTHING is this shiny and pretty irl, no matter how new the buildings may be
2:00 that is called a "point" light. I am not sure entirely, but in Unreal you could make it not show up in the reflections. I think that its only a matter of time when they use different light source for each lamp, and thus they would need to change their placement. As of now its really unplayable with the huge shadows
it's way too demanding to do that since for each point/omni light they would have to render six images at the resolution 512x512 and it's already impressive they chose to do that in such a competitive game. I've played the beta and the shadows really aren't as bad as some say they are, they are only big at the bomb site and even that is not that distracting
lots of bigger youtubers do this, it's so they can wait for it to fully process so people who go to the video via the notification don't watch it in 360p
I'm dying to get my hands on source 2. This game already looked pretty, now even more so. I really hope when the full release of CS2 comes around we will also get a s2dk and s2fm...
can't explain it properly but I don't even much care for CS but you analyse the game so well I can't help but appreciate what you're doing for those who care for the game.
It's been a whole journey seeing all the changes Nuke has received. I remember when it used to look like an exact copy of CS Source in the initial years of CSGO then the remake happened in 2016 and now... Seeing that map in CS2 is just mind blowing.
Office is my best map upgrade concurrently It looks like my Blender Render from 8 months ago Its so raytracing without a Rtx card . Kinda MindBlowing to look at!
The problem with the real time lightning is that smokes don't seem to cast a shadow themselves and also don't stop displaying the shadow of a player. So you can see somebody's shadow when he is inside or behind a smoke . Especially on nuke b side (like shown in 2:08) this can lead to unintended behavior.
No game engine can render volumetric shadow is seem. But 3D Render can do it even on Blender's eevee a somewhat of a Videogame render engine They should ask Blender Foundation for help I guess
@@PoollShietz biggest reason is optimization, games cannot afford slow downs especially competitive games it just makes the entire experience terrible if we just enable all graphical options without taking care how each could affect performance, the game would not run... it would "crawl" and a reminder that cs2 is meant to replace csgo, and that valve is aware that a lot of players on csgo does not have high end computers to play at maximum settings hell, there's plenty of people play csgo at lowest setting and 4:3 screen ratio to squeeze out as much fps as possible they cannot carelessly add graphical features that might alienate too many csgo players, it may however be introduced later either during this limited test period or when cs2 comes out. we have heard from the people that play tested cs2 early (pros and such) that valve are able to fix issues within minutes and have a new build of the game running for play testers to try after a break valve definitely has a better pipeline to make changes on cs2, likely to be a source 2 thing. we'll likely get a compromise of real-time shadow for the volumetric smoke, maybe some sort of fake shadow blob that stops dynamic shadows (like player shadows) to render in it or simply anything that's in the smoke stops casting shadow (but this one has the problem of how the engine would know how much shadow to not cast? like what if only my left leg is in the smoke, the rest of my body should cast a shadow)
@@lifegrain6092 The easiest "fix" would be to just adjust the lighting on the b spot because elsewhere there isn't really a spot where this leads to the same problem.
I believe the de_nuke "story" is that terrorists have taken over a still-functioning nuclear power plant - in which case it makes perfect sense (in terms of the interior at least) that it would be extremely clean with no signs of wear and tear - as it would be (or at least it should be) in a real power plant
I CANNOT WAIT FOR CACHE!!! The map overhaul a few years ago was so beautiful but they’ve progressively made the map less green which sucks. I think the change to it with CS2 will be marvelous.
6:35 At least in Half-Life: Alyx, you can set props to fade out at certain distances. It's broken, however. The fading no longer works if the lighting is set to be baked on the object. I don't have access to CS2, so I can't test if this behaviour is still there. I can't be certain they haven't completely removed the fading option either.
thanks for the video philip! when i watched anomaly's video i thought they changed nothing but your comparisons really helped me see how they changed everything. i love u
I hope the lighting will change based on time of day (morning, noon, afternoon, evening, night) to give it a more atmospheric and realistic feel to it, and it would especially also be cool if it sometimes rained, snowed, etc.
I think the pixelated shadows are bugged. It may be stuck on "Low" setting for high and when you go lower it might just go to 0 or "None" (or maybe even negative) .
@@deixos2224 it wouldn't work, its not negative on the shadow but on option select ( 0-> low 1-> medium 2-> high for example). im sure there are checks for unsupported values which default it to 0 . Idk how it actually works for cs2, im just guessing
they aren't, i think you didn't know that for each point light they have to render 6 images at 512x512 pixels which can be really demanding and that's why most games don't use that many dynamic shadows and if they do they are on a low res
i think to fix the whole shadow issue, valve can just disable the enemy team's shadows for whatever side your on. you can still see your own, but to explain it: if you're a T, you can see your teammate's and your own shadow, but not CT's shadows. if you're a CT, you can see your teammate's and your own shadow, but not T's shadows.
Visual clutter is bad in a competitive shooter, to put it politely. Advantages at certain angles and areas based off of where the sun is arbitrarily placed by the level creator will likely have a wide reaching and negative impact on map balance throughout the game, as suddenly an angle that used to let you lock mid down can't be held anymore, or else they'll see your shadow and wallbang your cranium with an awp every time you stand there. If it were up to me the game would be full bright, all of the textures would be orange, and all of the players would be purple, but while I do understand making the game presentable, I cannot understand how knowingly disadvantaging players with worse hardware helps the game, especially considering it is now free to play.
1:19 recently we even got a better solution to blurring shadows, although probably not useful in this scenario as it's made for sun shadows. elden ring blurs its shadows in a circular fashion, i recommend checking them out.
What is missing in ALL these clips is mainly higher contrast, ...it's all too faded - every surface blends into the next. @6:51 - Yeah, ...well, YOU MENTIONED IT - so now we're gonna NEED those codes, bro!
I think that might be why people are unsettled with the new maps. They look all shiny and cartoony but I don't think that is the real problem. The problem is as you've said, they've lost that real-life aesthetic. Nuke is a perfect example as you showed, unless the CS lore stipulates that this powerplant had in fact just been built, then Valve should add some grime into the corners, where cleaners wouldn't get to. Looks high quality though.
Actually, the opposite, Nuclear facility are meant to be spackling clean. This is a scientific facility for very dangerous material So it has to keep clean and sterile
I think if shadows are going to be a substantial gameplay feature from now on and be significant competitively it should be democratized for all players, not just the ones who can run the game at high settings.
I think the shadows could be an interesting new gameplay perspective. Maybe after playing a lot i will go back on this statement but for now this seems like a fresh way to play the game
It's unrealistically clean (though you'd hope a fancy nuclear power plant would be fairly clean anyway), but I kind of dig it. Like Mirrors Edge, the last Trackmania game I tried, and a few TF2 maps over the years it has a sort of dream like vibe to me. A kind of hyper-realism that I find really appealing.
@@aqueousdog sure, the power plant is so new they even took the time to clean the canal and the truck the terrorists just used to crash into the place. Cant have that ruin the aesthetics!!
I had "shadow detail" settings on low... and it made every chromy surface totally black! It looked so damn cool but it also made vent a massive black hole!
6:40 this is probably one of the things i'm most hyped about honestly. overly agressive optimization is one of my biggest pet peeves with source maps, like if you're going to have a detail jarringly pop in then why even put the detail there at all? to make it look better in screenshots? and as much as i'd love to pump up my draw distance, therw's NOTHING you can do about it cause the draw distances are baked into the map file!
In CSGO in particular, the draw distances are _supposed_ to only take effect when players (as opposed to free-floating spectate cameras) wouldn't be able to see the object anyway, around corners and behind larger objects and such. Because they don't want AWPers trying to hide behind objects that it turns out their victim can't see. The only reason it improved performance is that Source 1 wasn't perfect at culling occluded polygons. Source 2 apparently is, which is why they no longer need this.
I would really appreciate if they add more physics to the glass,vents and doors in the future when they're shot and blown up, seeing the glass just perfectly fall down and disappear was a bit of a disappointment
The dynamic shadow thing is also present in Rainbow Six Siege, where using Medium shadows over Low gives you an advantage in that you can see player shadows. I feel that is a good approach, so that people who can barely maintain framerates for dynamic shadows can use Low shadows, but players who can afford the performance hit should Medium or above shadows, with improving levels of shadow filtering.
I wouldn't really say Valve got carried away with PBR materials. I think it's 100% a stylistic choice. CS doesn't really have a lot of maps that can showcase the full range of PBR materials. Most of the maps present in the game tend to be more lived-in, grungy looking or just overall dirty and dusty, and, are mainly made out of "natural" surfaces such as concrete or dirt or brick. So it kind of makes sense to keep this one very clean since it's kind of the only one they can, at least to this amount. Plus I think power plants are meant to be very clean in real life, but don't quote me on that.
indoor shadows are casted by point lights or spot lights. they are actually more expensive to create shadows for than a directional light that is used for the sun in outdoor areas because they have perspective distortion and need more textures to calculate shadows in all directions, while a sun only has one direction. I actually ran into the same problem when making my own game. it's understandable that the indoor shadows are that blocky, considering how many lights each map has in this game. That is also why you have unnatural light placement (1:49). Ideally you want to use as few light sources with real time shadows as possible, so it's a good practice to just make one single bright light source for a room that has 3 weak lamps in it, as to not use too many shadow textures, and make the game laggy. Alternatively, using fewer textures but packing more lights into the same texture will make shadows look more jagged and blocky. When making a game, you need to look for a sweetspot. Unity, for exemple, doesnt even allow for more than one real time shadow atlas.
The old metal texture on the fences reminds me of those oxidised fences that all abandoned buildings, roadworks and construction sites have. You see them everywhere up north of England, more often than not months or years. if anything the shiny metal feels unrealistic as it invites rust or other decay to come in and make it weaker. Also the truck not having steam in it makes it more realistic as I doubt a small fence post would do enough damage to make the truck burn
We really have to enjoy these maps right now. As soon as it is open to everyone they will probably tune down a lot of the effects so everyone can play the game smoothly
In Quake Champions, some pro players opt to play with Shadows on High as it shows dynamic player shadows, and some other prefer the lower setting for more frames. It does provide an advantage with a game with so much verticality.
If someone puts the bomb down in squeeky door corner behind the wall, you can see the bomb flashing on the glossy floor outside by the vents even if the door is closed
6:50 I love the idea that someone at Valve was so annoyed at the pop-out issue in your videos that they personally sent you some details on how to fix it.
Thats a very Valve thing to do
Same. But it's also logical that they want their game to look as good as possible in videos, it's PR after all.
i tell you. Fk to new Valve in 2020s.
It would be very noticeable to a dev who'd worked on it before.
Yeah,
Now plz, Share it! =D
For anyone else experiencing flickering on the edges of all surfaces on Nuke, try to disable the Fidelity FX Super Resolution. That made a huge difference for me.
or play COD - the superior FPS!!! if u dont upvote this, u are noob!
@@SoyAntonioGamingor maybe shut up? cod is a great fps don't get me wrong but don't come watching counter strike videos to annoy the playerbase
@@SoyAntonioGaming you're embarrasing
@@SoyAntonioGamingyikes
@@kitwheston ur mad bcuz u are not skilled enough to have sponsors
When you break the windows close to the ct spawn (i'm not sure how is this place called), the red text on the bottom of the panes flips horizontally just on the beggining of the shattering animation. (It hurts me)
he breaks them at 7:15 and you can clearly see the flip of the text
Yeah it looks odd
Also, why does it say to break glass to the people outside? 😅
@@arianrose6633 It looks like there's actually a frame there where both the original window and the flipped window (being broken) exist at the same time
@@arianrose6633 in this example, you can also see the shatter effect is also going the wrong way, its breaking as if it was shot from the other side (glass is flying towards the player instead of away), which is pretty interesting
Update! For those confused, there is a video on kliksphilip channel (without a number) that explains these short videos
FYI, This video is NO LONGER link-access only. There are four videos under 1 minute long uploaded in the last 5 minutes. None of them are actually considered to be "youtube shorts". Rather, they are just short videos uploaded normally. All of them link to this video in the end.
If that was your intent, it's fine. Just saying in case you messed up c:
might be intentional considering the aspect ratio is just the regular 16:9
edit: there are shorts uploaded as shorts today about this same very video, but those other short non shorts videos seem to be separate.
@@TheMinipasila Yeah, perhaps Philip is trying something new. I would assume shorts are clearly viewed more though.
youtube pls fix
@@noahpoobbailey shorts show less ads so less money. and since those "normal" shorts aren't shown on your subscription feed, he's probably just checking how they will perform without artificial attention coming from the subscribers (except that people found out already)
@@noahpoobbailey cs2 content is uploaded typically as bite sized 60 second regular videos so i'm not surprised philip uploaded this video in chunks and didn't put them in sub boxes to try to cater to the algorithm that way as well
That intro shot of the player running and tilting the view upwards was such a Film-like shot, magnificent!
?
lol
not really but ok
Dang those shadows look nice
I'm guessing another reason for using a big ol' bright ball is for performance/reducing the number of actual light sources for the shadows/reflections
those are per-pixel shadows, even high end games don't use it for static lights that often(usually one or two(very taxing) per room or area), here they have placed it everywhere, new nuke is gonna be hell to run on old GPUs or else people with slower GPU are gonna be at disadvantage..
All lights in S2 have a setting called 'Baked Light Indexing'. This is what allows them to cast specular highlights and dynamic shadows. However, you're limited to no more than 4 indexed lights per surface. So it makes sense to just have one big indexed light in the room, and have the rest use more basic lighting.
1:33 You can see that on low settings, the indexed light is disabled, so the room's lighting looks very flat and dull.
@@bshap495 That's not what they're using here. They're simply using fully dynamic point lights. The Baked Light Indexing works the same way as Stationary Lights in Unreal. They create a precalculated shadow mask, which allows the lights to cast specular highlights on lightmapped surface, and only use dynamic shadows for dynamic objects. In 0:54, static meshes cast dynamic shadows (hence the pixelated appearance), indicating it's a dynamic light source.
I really liked that zoom out of the whole map
agreed, absolutely beautiful
As a graphics programmer your analysis made me chuckle, "don't know why it does this". Rendering is complicated and perfection is impossible, to achieve something you often need to limit the scope or accept a trade off. And as my old uni lecturer used to say, "if you aren't cheating you're doing it wrong"
7:14 MAN! You have no idea how much i miss CSS glass. The way it breaks there was magical, everytime i had to break a window i couldn't help but play a little with what was left. Not to mention that the remains of the glass which broke would fall to the ground and stay there for a couple of seconds, it was really satisfying to watch.
I was talking to some of my friends about the new glass effects and I said the exact same thing! I certainly prefer it over the new effect, it looks too... animated? i guess?
The custom glass maps were a blast to play.
@@esparttt Yeah it does look a little too animated imho.. and the broken pieces don't even hit the ground, unlike in CSGO with Source 1; *in **7:16** and **7:19** for examples,* maybe they'll fix it later but i dont know :/
@@z33iihhyou know why it looks animated? Because it is
My only complaint is the greenery from the canals and the cracks in the concrete were removed, and that the map looks clean. Too clean. I always love to see some amount of grit in Counter Strike maps.
No need
@@m.n.s.s2825wrong. It looks bad when there’s no details like that
Gotta understand the maps setting, it's an arrival at a recently active and running facility, not an old town street like mirage, dust or inferno (like mentioned in the video too). *d i f f e r e n t m a p s* 🤯
@@ossyx yeah, sure, like the truck the terrorists used to crash into the power plant: pristine and new.
Get out of here with that bs argument, look out your window and see the real world for once, NOTHING is this shiny and pretty irl, no matter how new the buildings may be
@@ossyxNo floor ever looks that clean, not even if it was sweeped the same day.
2:00 that is called a "point" light. I am not sure entirely, but in Unreal you could make it not show up in the reflections. I think that its only a matter of time when they use different light source for each lamp, and thus they would need to change their placement. As of now its really unplayable with the huge shadows
it's way too demanding to do that since for each point/omni light they would have to render six images at the resolution 512x512 and it's already impressive they chose to do that in such a competitive game. I've played the beta and the shadows really aren't as bad as some say they are, they are only big at the bomb site and even that is not that distracting
why is this unlisted
not anymore
to keep the demons out.
but the demons have arrived
@@BandaidYTit failed
lots of bigger youtubers do this, it's so they can wait for it to fully process so people who go to the video via the notification don't watch it in 360p
"As dry and dusty as a nuns .... Sandcastle". Oh Philip you dirty dog!
I hope they keep the shadows in the game, just tweak it so everyone see's it the same way
I'm dying to get my hands on source 2. This game already looked pretty, now even more so. I really hope when the full release of CS2 comes around we will also get a s2dk and s2fm...
S2FM is out already. At least I saw some HL: Alyx Videos made with S2FM.
th-cam.com/video/RKRafQw3z-s/w-d-xo.html
I am so impressed by the physics sim in the end. Valve keep changing the game
They have made everything static in CSGO. Source had dynamic physics objects
@@MrDeaz no the objects breaking just feel heavier
can't explain it properly but I don't even much care for CS but you analyse the game so well I can't help but appreciate what you're doing for those who care for the game.
Fr I haven't played it in a long time but I got mad respect for philip
It's been a whole journey seeing all the changes Nuke has received. I remember when it used to look like an exact copy of CS Source in the initial years of CSGO then the remake happened in 2016 and now... Seeing that map in CS2 is just mind blowing.
Office is my best map upgrade concurrently It looks like my Blender Render from 8 months ago Its so raytracing without a Rtx card . Kinda MindBlowing to look at!
The problem with the real time lightning is that smokes don't seem to cast a shadow themselves and also don't stop displaying the shadow of a player. So you can see somebody's shadow when he is inside or behind a smoke . Especially on nuke b side (like shown in 2:08) this can lead to unintended behavior.
No game engine can render volumetric shadow is seem. But 3D Render can do it even on Blender's eevee a somewhat of a Videogame render engine They should ask Blender Foundation for help I guess
@@PoollShietz biggest reason is optimization, games cannot afford slow downs especially competitive games it just makes the entire experience terrible
if we just enable all graphical options without taking care how each could affect performance, the game would not run... it would "crawl"
and a reminder that cs2 is meant to replace csgo, and that valve is aware that a lot of players on csgo does not have high end computers to play at maximum settings
hell, there's plenty of people play csgo at lowest setting and 4:3 screen ratio to squeeze out as much fps as possible
they cannot carelessly add graphical features that might alienate too many csgo players, it may however be introduced later either during this limited test period or when cs2 comes out. we have heard from the people that play tested cs2 early (pros and such) that valve are able to fix issues within minutes and have a new build of the game running for play testers to try after a break
valve definitely has a better pipeline to make changes on cs2, likely to be a source 2 thing.
we'll likely get a compromise of real-time shadow for the volumetric smoke, maybe some sort of fake shadow blob that stops dynamic shadows (like player shadows) to render in it or simply anything that's in the smoke stops casting shadow (but this one has the problem of how the engine would know how much shadow to not cast? like what if only my left leg is in the smoke, the rest of my body should cast a shadow)
they would have to raymarch the volumes twice which is twice as expensive
@@lifegrain6092
The easiest "fix" would be to just adjust the lighting on the b spot because elsewhere there isn't really a spot where this leads to the same problem.
@@Becke963 yeah since it's only 1 spot.... so far, we've yet to see the othet maps
I believe the de_nuke "story" is that terrorists have taken over a still-functioning nuclear power plant - in which case it makes perfect sense (in terms of the interior at least) that it would be extremely clean with no signs of wear and tear - as it would be (or at least it should be) in a real power plant
I am devastated that you didn't mention the new muffled music emitting from the CT swat van
The way the light reflects in de_nuke reminds me of black ops 1 light effects ( they are one of my fav )
Games with decent lighting go way further than high quality textures (i.e f.e.a.r)
It would be awesome if we got Insertion II (or that Swedish map) with the new Source 2 graphics.
I hope they keep shadows, they look awesome and are so much fun to play around with!
@@tehjamerzwhat?
It's so nice to hear your actual voice again
Or at least a really good recreation of it
I CANNOT WAIT FOR CACHE!!! The map overhaul a few years ago was so beautiful but they’ve progressively made the map less green which sucks. I think the change to it with CS2 will be marvelous.
valve doesnt own cache so they wont touch the map or upgrade it.
6:35
At least in Half-Life: Alyx, you can set props to fade out at certain distances. It's broken, however. The fading no longer works if the lighting is set to be baked on the object. I don't have access to CS2, so I can't test if this behaviour is still there. I can't be certain they haven't completely removed the fading option either.
Makes sense, since Source 2 now saves maps as one giant 3d model with level geometry and static models baked in.
Im glad that the screen doesn't turn black whenever you surpass the limits of the map or when you go underground or into walls
Goin crazy with the vids Philip! Keep it up! It's always a joy to see the name pop up, no matter which brother!
0:45 ".. without listening to my voice."
Come on man, I love your voice so much, I just subbed LOL! Keep up the great work man.
5:55 that gap though. Valve pls fix!
thanks for the video philip! when i watched anomaly's video i thought they changed nothing but your comparisons really helped me see how they changed everything. i love u
Best summary I have of the new cs lighting and texture overhauls;
It looks like a cs fragmovie without any editing needed
I hope the lighting will change based on time of day (morning, noon, afternoon, evening, night) to give it a more atmospheric and realistic feel to it, and it would especially also be cool if it sometimes rained, snowed, etc.
it'd be fun to see maps in different weather conditions and time of day
de_nukenight
I don't even play counter strike since years but still watch all your videos, they're soothing. Also love your background music
good job you havent missed an update im proud of you son
These videos are so wonderful thank you for making them
Just wanting to say that I really enjoyed the music in this video.
I think the pixelated shadows are bugged. It may be stuck on "Low" setting for high and when you go lower it might just go to 0 or "None" (or maybe even negative) .
Wonder what negative shadows would look like, your shadow in front of you?
@@deixos2224 it wouldn't work, its not negative on the shadow but on option select ( 0-> low 1-> medium 2-> high for example). im sure there are checks for unsupported values which default it to 0 . Idk how it actually works for cs2, im just guessing
@@liv6646 I know it doesn't work on source or really any other engine I'm just joking about how negative shadows would look like :p
@@deixos2224 well if you invert the shdaow mask you would just get light where there are supposed to be shadows and everything else is dark
they aren't, i think you didn't know that for each point light they have to render 6 images at 512x512 pixels which can be really demanding and that's why most games don't use that many dynamic shadows and if they do they are on a low res
You know its a special day when Philip unlists like 5 videos at once
i think to fix the whole shadow issue, valve can just disable the enemy team's shadows for whatever side your on. you can still see your own, but to explain it: if you're a T, you can see your teammate's and your own shadow, but not CT's shadows. if you're a CT, you can see your teammate's and your own shadow, but not T's shadows.
That’s a great idea
I think the shadow mechanics are cool, it rewards players who pay more attention to the enviroment, and can produce some sick plays on competitive
is cool but needs you to put the shadow quality to max. and for some users it would cause a huge performance issue
@@weeblinoanyone that can't play with those settings won't be playing competitively.
@@andrewz4515 why?
@@andrewz4515 thats just so wrong ?
Visual clutter is bad in a competitive shooter, to put it politely. Advantages at certain angles and areas based off of where the sun is arbitrarily placed by the level creator will likely have a wide reaching and negative impact on map balance throughout the game, as suddenly an angle that used to let you lock mid down can't be held anymore, or else they'll see your shadow and wallbang your cranium with an awp every time you stand there. If it were up to me the game would be full bright, all of the textures would be orange, and all of the players would be purple, but while I do understand making the game presentable, I cannot understand how knowingly disadvantaging players with worse hardware helps the game, especially considering it is now free to play.
@7:25 Funny to watch the "In Case of Emergency" text flip backwards
Cannot wait Valve, thank you for being awesome and making a return
another fantastic video from the goat himself. I expected nothing less but perfection. I love nuke.
1:19 recently we even got a better solution to blurring shadows, although probably not useful in this scenario as it's made for sun shadows. elden ring blurs its shadows in a circular fashion, i recommend checking them out.
great video, very insightful
What is missing in ALL these clips is mainly higher contrast, ...it's all too faded - every surface blends into the next. @6:51 - Yeah, ...well, YOU MENTIONED IT - so now we're gonna NEED those codes, bro!
Grenades not blowing the door out in pieces and windows looking like a cartoon is unaccaptable
3kliksphillip never disappoint
the shadow giving off your postition may be a cool addition
Thx for going over the only map I tend to play lmao, t'was about time 😅
I think that might be why people are unsettled with the new maps. They look all shiny and cartoony but I don't think that is the real problem. The problem is as you've said, they've lost that real-life aesthetic. Nuke is a perfect example as you showed, unless the CS lore stipulates that this powerplant had in fact just been built, then Valve should add some grime into the corners, where cleaners wouldn't get to. Looks high quality though.
Nuclear facility IRL will be not grime. Everything will be cleaned daily and really sterile.
Dust and dirt pollution could become major disturbance.
Actually, the opposite, Nuclear facility are meant to be spackling clean. This is a scientific facility for very dangerous material
So it has to keep clean and sterile
I think if shadows are going to be a substantial gameplay feature from now on and be significant competitively it should be democratized for all players, not just the ones who can run the game at high settings.
CS2 is like the graphical equivalent of buying a new pair of your favorite brand of shoes after using the same ones for over a decade
Inferno being a pretty banger map, which I ironically HATE playing on. I really hope the supposed rework clears it up a bit more...
7:14 the writing on the glass flips when shot, Valve pls fix
Sun has always been muted in Source 1. It’s like there’s always a thin layer of cloud covering it. I’m glad the sun is bright as it is on Source 2.
You're video are masterpiece, and I love your theme song 🙏🏾
I think the shadows could be an interesting new gameplay perspective. Maybe after playing a lot i will go back on this statement but for now this seems like a fresh way to play the game
i wish the glass shards didnt suddenly dissapear
It's unrealistically clean (though you'd hope a fancy nuclear power plant would be fairly clean anyway), but I kind of dig it. Like Mirrors Edge, the last Trackmania game I tried, and a few TF2 maps over the years it has a sort of dream like vibe to me. A kind of hyper-realism that I find really appealing.
yeah, i feel like not only does it look nice but it's not immersion-ruining for a nice (new? i dont remember the lore) power plant to be clean
Janitor definitely needs a payrise for this
Definitely has a huge mirror's edge vibe, especially the colors
@@aqueousdog sure, the power plant is so new they even took the time to clean the canal and the truck the terrorists just used to crash into the place. Cant have that ruin the aesthetics!!
The videos I’ve been always waiting for!
Missed an opportunity there with the crash truck looking too prestine. "Valve, please unfix."
I had "shadow detail" settings on low... and it made every chromy surface totally black! It looked so damn cool but it also made vent a massive black hole!
i genuinely wouldn’t trust anyone like i do you to cover content like this, phillip.
0:42 "without listing to my voice" now... why would I ever want that?
6:40 this is probably one of the things i'm most hyped about honestly. overly agressive optimization is one of my biggest pet peeves with source maps, like if you're going to have a detail jarringly pop in then why even put the detail there at all? to make it look better in screenshots? and as much as i'd love to pump up my draw distance, therw's NOTHING you can do about it cause the draw distances are baked into the map file!
In CSGO in particular, the draw distances are _supposed_ to only take effect when players (as opposed to free-floating spectate cameras) wouldn't be able to see the object anyway, around corners and behind larger objects and such. Because they don't want AWPers trying to hide behind objects that it turns out their victim can't see. The only reason it improved performance is that Source 1 wasn't perfect at culling occluded polygons. Source 2 apparently is, which is why they no longer need this.
I don't even like playing Nuke but a complete overhaul of this map would be insane with HLA assets included.
Wow look at the new Nuke!
*Franz flys by and noscopes you*
Somethings will never change
I would really appreciate if they add more physics to the glass,vents and doors in the future when they're shot and blown up, seeing the glass just perfectly fall down and disappear was a bit of a disappointment
at first, i didnt like how it looked but its growing on me
Incredible subtitle at the start
The dynamic shadow thing is also present in Rainbow Six Siege, where using Medium shadows over Low gives you an advantage in that you can see player shadows. I feel that is a good approach, so that people who can barely maintain framerates for dynamic shadows can use Low shadows, but players who can afford the performance hit should Medium or above shadows, with improving levels of shadow filtering.
I'm just glad to know that the janitors are doing a good job at Nuke
I admit, my own shadow scared me in Trophy room when I booted it up to take a quick look around the map
this is awesome
Damn, these shadows on the top of B looks so cursed.
shiny and chrome!
This is just mindblowing.
This Shadow really makes difference in Competitive gameplay and I like it ❤️
I wouldn't really say Valve got carried away with PBR materials. I think it's 100% a stylistic choice. CS doesn't really have a lot of maps that can showcase the full range of PBR materials. Most of the maps present in the game tend to be more lived-in, grungy looking or just overall dirty and dusty, and, are mainly made out of "natural" surfaces such as concrete or dirt or brick. So it kind of makes sense to keep this one very clean since it's kind of the only one they can, at least to this amount. Plus I think power plants are meant to be very clean in real life, but don't quote me on that.
2:32 "It seems like a major oversight" that never stopped Valve from leaving it like that for years
indoor shadows are casted by point lights or spot lights. they are actually more expensive to create shadows for than a directional light that is used for the sun in outdoor areas because they have perspective distortion and need more textures to calculate shadows in all directions, while a sun only has one direction. I actually ran into the same problem when making my own game. it's understandable that the indoor shadows are that blocky, considering how many lights each map has in this game.
That is also why you have unnatural light placement (1:49). Ideally you want to use as few light sources with real time shadows as possible, so it's a good practice to just make one single bright light source for a room that has 3 weak lamps in it, as to not use too many shadow textures, and make the game laggy. Alternatively, using fewer textures but packing more lights into the same texture will make shadows look more jagged and blocky. When making a game, you need to look for a sweetspot. Unity, for exemple, doesnt even allow for more than one real time shadow atlas.
Woah those inferno leaks look sick
id love for valve to give L4D2 the source 2 treatment like this .....
The old metal texture on the fences reminds me of those oxidised fences that all abandoned buildings, roadworks and construction sites have.
You see them everywhere up north of England, more often than not months or years. if anything the shiny metal feels unrealistic as it invites rust or other decay to come in and make it weaker.
Also the truck not having steam in it makes it more realistic as I doubt a small fence post would do enough damage to make the truck burn
If you set shader on low, some shining will go away, I have noticed that on Ramps.
damn i really want to explore nuke and the surrounding now. looks like really epic map!
Loved this video. Long live CS!
The text "In case of emergency..." mirror's itself when the glass is broken at 7:15
I was hoping for a layout update but this is cool too
i really like this very clean design in this map, without much dirt or rust
I hope they keep the shadows.
We really have to enjoy these maps right now. As soon as it is open to everyone they will probably tune down a lot of the effects so everyone can play the game smoothly
In Quake Champions, some pro players opt to play with Shadows on High as it shows dynamic player shadows, and some other prefer the lower setting for more frames.
It does provide an advantage with a game with so much verticality.
If someone puts the bomb down in squeeky door corner behind the wall, you can see the bomb flashing on the glossy floor outside by the vents even if the door is closed
I would love some more pve story based half life with this graphics!
The new lighting and texture tells me people will find line ups on these small details like the scratches on the walls - nades are gonna be nuts
everyone one:
"next" gen game devs: REFLECTIONS
that's cool it's like how it looked in the csgo trailer