The reason why there's no real-time reflections in Counter-Strike source 2 because it can give you at a competitive advantage over people that have it turned off
You know, even without the parallax reflections, CSGO nuke still looks pretty good. That's an unfair representation of shadows, though. Source 1 had that kind of real-time shadow, too.
they will make 2 big updates for source 2 and tease a third update but never release it and then 16 years later they will make a completely new engine called source2²
Two half life games are on the roadmap for valve. One Regular and one VR oriented. No one knows when they plan to release them but they're actively being worked on. My guess would be that the VR game would be released alongside the new Index 2 or shortly after (Again Valve Time so 1-2 years). The other one I had no clue about
SSR is possible but there hasnt been an opportunity yet, HLA didnt really need it and needed to focus on good performance more since it was a VR game, and cs2 is competitive so graphics arent given the main focus and needs as high fps as possible. idk about rt tho
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@@Archman155They’re using SSR, but only for water effects. CS2 also supports Ray tracing but only for the hammer tool. The reason why they don’t want to use SSR and RT in Half-Life Alyx because as you already said, it’s good for performance. VR game needs to render twice for both lens, they downgraded many aspects in term of graphics to make it runs good on any PCs.
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@@lereff1382Source 1 also has parallax corrected cube map tho. They also using SSR in CS2, but only for water effects.
its not an engine comparison, its games comparison. I wonder when people will learn what does the "engine" stands for... 🤦🏿♂️ Most of the things shown here are possible to code in S1 engine so an actual accurate comparison video between these two engines would be recording the SDK which is not available for public yet when it comes S2.
Plenty of these things come standard in Source 2, without extra coding needed. For example, the parallax corrected cubemaps, along with the rest of the rendering engine. And the things that were specifically coded, were probably easier to code in Source 2 than it would be in Source 1.
@@vibaj16 "were probably easier to code in Source 2 than it would be in Source 1" Not at all, I'm a c++ programmer and have worked in both old and new engines made using that language and coding in many of them, is very similar, even if the engines are decades apart. Coding in c++ in 2004, is not that much different than coding in c++11 or later in 2024, just a few things became easier, like for example now having smart pointers, move constructors and range based for loops but is not that much easier that you can say "working on the older engine code was very hard!". A reasonable c++ programmer, will program equally well on a new or old c++ code base, they follow the exact same basic principles.
@@Argoon1981 I meant that Source 2 has new tools your code can use, so you won't have to do as much from scratch. For example, the smoke: Source 2 probably has more volumetric rendering tools and features, which the devs used to make the smoke for CS2. Making the same effect in Source 1 would require you to code some of those features from scratch.
The Source2 is not supported 32bit I use 64bit here are my Specs CPU: i7 GPU: GeForce RTX I forgot name model💀 I will be back Company: MSI /\\\\\\\\\\] -Desktop- or [laptop] \//////////] I never own 32bit because today in now maybe some games never support 32bit in the feature all games never 32 bit and Lucky me I use Intel i7 64bit and win11 64bit
Some CSS "engine" is better than CSGO. (Office when u grenade computer u can see inside not in csgo or cs2) and windows are diff. So csgo is not accurant engine
I think I'm gonna have to start agreeing with the people saying Source 2 has no style and looks like Unreal. Even with more realistic, well, everything, the smoothness of the lighting and flatness of textures take you out of the game. Should the word be Disney-ification? Maybe Fortnite-ification? I've never really liked the graphical feel of modern Unreal Engine games compared to Source 1. Source 1 always seemed properly as grungy as real life, whereas engines with lighting like Unreal Engine, well, seem unreal. And I thought that might've been the point, but this does not fit Valve games, in my opinion. Also, geez that water(7:23) is Disney-cartoony colored as hell!
You have to just stop and appreciate that valve was way ahead of its time when it came to source.
Bro is just making money🦅🦅💀🦅
The reason why there's no real-time reflections in Counter-Strike source 2 because it can give you at a competitive advantage over people that have it turned off
Love that you added the Half-Life comparisons, instant nostalgia
I really love the Source 2 water. Seeing stuff on top of the water move when a character is wading through it is amazing. It’s so interactive
You know, even without the parallax reflections, CSGO nuke still looks pretty good.
That's an unfair representation of shadows, though. Source 1 had that kind of real-time shadow, too.
Only max 1 light source per map though..
bro playing half life 3 before gta 6
half life 2 source 1 explosion i think still has the best "pop" sound i expect to hear from a grenade, the others sound too bass boosted
CS2 definitely isn't the best example of bounce physics since the bounces are intentionally made to match Source 1
I agree. I would to see Source 2 bounce physics apply on those Half Life 1 Assassins as well.
1:34 I know this is gonna sound weird, but... that fire looks sexy.
pyrosexual
I know this is gonna sound weird, but… your comment looks sexy.
freaky fire
It literally looks the most cartoony fire.I think left 4 dead-2 has the best fire effect in my opinion.
Can't wait to see what Valve do with Source 3
You already know they can't count that high.
@@pepperbytez8128 they just gona make a huge upgrade to source 2
they will make 2 big updates for source 2 and tease a third update but never release it and then 16 years later they will make a completely new engine called source2²
Nah they just gonna name it Source 2 Episode 2
Honestly, I like the fire and explosions of Source 1 more. But, that's probably more due to the more 'realistic' art direction than engine stuff.
maybe we dont have hl3 because valve has been too busy making accurate algae simulation to put in the corner of a map which no one will notice lmao
Two half life games are on the roadmap for valve. One Regular and one VR oriented. No one knows when they plan to release them but they're actively being worked on. My guess would be that the VR game would be released alongside the new Index 2 or shortly after (Again Valve Time so 1-2 years). The other one I had no clue about
@@sinaalami4148 its a joke mate im just saying theres so much detail it must have taken them forever
hl3 will have the fabled real time moss growth
@@dkskcjfjswwwwwws413 Worth waiting another 50 years for real time moss growth physics fr fr
I think CS2 legitimately has the best water sim in the gaming space right now
I guess you could say the souce engine lineage is the "source" of valve's successful games
I want to drink source 2 water
You just compared games running on those engines, not engines itself. Feature in game is not necessarily an engine feature
The water in Source 2 alone makes me *thirsty.* 💦
2:22 *Me when the telephone rings, but I'm home alone:*
Remember you are comparing 2004 vs 2014 engine
in reality source 2 was finished in development in 2020, 2014 is where development began
Source 2 is just so beautiful.
Do goldscr vs source 2
the reflections look to me like they are just higher resolution cube maps, and could (probably?) be achievable on source 1 aswell
They are parallax corrected, which Source 1's were not
SSR is possible but there hasnt been an opportunity yet, HLA didnt really need it and needed to focus on good performance more since it was a VR game, and cs2 is competitive so graphics arent given the main focus and needs as high fps as possible. idk about rt tho
@@Archman155They’re using SSR, but only for water effects. CS2 also supports Ray tracing but only for the hammer tool. The reason why they don’t want to use SSR and RT in Half-Life Alyx because as you already said, it’s good for performance. VR game needs to render twice for both lens, they downgraded many aspects in term of graphics to make it runs good on any PCs.
@@lereff1382Source 1 also has parallax corrected cube map tho. They also using SSR in CS2, but only for water effects.
@ oh alr I didn't know abt that
blood in cs2 looks awesome
This ultimately shows you how great Source 1 was.
yeah it was so ahead of its time and has aged well, source2 looks very promising cant wait to see what they can achieve in the engine
Got to love that bottle service!
Can't improve something, that was already perfect
Surprise, valve can, source 2 is better than source in every way.
@@EL1TEHD1 will it run on my shitty pc?
@@alexzhukovsky8361 get a better PC lol
@@alexzhukovsky8361 source 2 strength is being capable to run in shitty pcs. Shitty pcs by 2020 standards of course
its not an engine comparison, its games comparison. I wonder when people will learn what does the "engine" stands for... 🤦🏿♂️ Most of the things shown here are possible to code in S1 engine so an actual accurate comparison video between these two engines would be recording the SDK which is not available for public yet when it comes S2.
Plenty of these things come standard in Source 2, without extra coding needed. For example, the parallax corrected cubemaps, along with the rest of the rendering engine.
And the things that were specifically coded, were probably easier to code in Source 2 than it would be in Source 1.
@@vibaj16 "were probably easier to code in Source 2 than it would be in Source 1"
Not at all, I'm a c++ programmer and have worked in both old and new engines made using that language and coding in many of them, is very similar, even if the engines are decades apart.
Coding in c++ in 2004, is not that much different than coding in c++11 or later in 2024, just a few things became easier, like for example now having smart pointers, move constructors and range based for loops but is not that much easier that you can say "working on the older engine code was very hard!".
A reasonable c++ programmer, will program equally well on a new or old c++ code base, they follow the exact same basic principles.
Yes @1758 that is true, but unfortunately most gamers know nothing about game engines and this will not change.
@@Argoon1981 I meant that Source 2 has new tools your code can use, so you won't have to do as much from scratch. For example, the smoke: Source 2 probably has more volumetric rendering tools and features, which the devs used to make the smoke for CS2. Making the same effect in Source 1 would require you to code some of those features from scratch.
Who’s willing to bet there’s gonna be a GMod 2?
sandbox is already a thing
@@dkskcjfjswwwwwws413 I’ll look into it when I get the chance. Thanks for pointing it out to me.
based chicken tester
when half life 3?
I think its source 1.4
FIRE IN THE HOLD
The Source2 is not supported 32bit I use 64bit here are my Specs
CPU: i7
GPU: GeForce RTX I forgot name model💀 I will be back
Company: MSI
/\\\\\\\\\\]
-Desktop- or [laptop]
\//////////]
I never own 32bit because today in now maybe some games never support 32bit in the feature all games never 32 bit and Lucky me I use Intel i7 64bit and win11 64bit
Cool
el agua fue god
Great, now someone make left 4 dead 3.
Some CSS "engine" is better than CSGO. (Office when u grenade computer u can see inside not in csgo or cs2) and windows are diff. So csgo is not accurant engine
Counter strike 2/GO glass and reflections look like shit tbh
SHUT UP!!!!!!!!! SORCE ENGEN BEST!"!!!! BETTER THAN 2!!
Idk, halflife 2 explosions and csgo flame look a bit better than source 2 versions
csgo flames look way worse to me. They're so obviously flat and dim
I do not agree with the flames
I think I'm gonna have to start agreeing with the people saying Source 2 has no style and looks like Unreal. Even with more realistic, well, everything, the smoothness of the lighting and flatness of textures take you out of the game. Should the word be Disney-ification? Maybe Fortnite-ification? I've never really liked the graphical feel of modern Unreal Engine games compared to Source 1. Source 1 always seemed properly as grungy as real life, whereas engines with lighting like Unreal Engine, well, seem unreal. And I thought that might've been the point, but this does not fit Valve games, in my opinion.
Also, geez that water(7:23) is Disney-cartoony colored as hell!
ok. Not much changed.
Are you blind?
@@mattynek2 we are all blind
Bait used to be believable