CS2's New Nuke Analysed
Ойындар
The new Nuke is almost identical to the old one, only Source 2 and new PBR effects on virtually every texture. I investigate the MASSIVE difference it makes to the graphics in this map.
0:00 - Intro
0:52 - Realtime indoor shadows
2:51 - RIP bench
2:56 - PBR VS old materials
4:24 - Improved shadows
4:56 - Is Nuke look too clean?
5:39 - Spotting reflection problems
6:15 - Vehicles and tower placements
6:35 - Draw distances
7:14 - Breakable examples
Пікірлер: 857
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.
@thetoasterisonfire2080
Жыл бұрын
Thats a very Valve thing to do
@bernardyn
Жыл бұрын
Same. But it's also logical that they want their game to look as good as possible in videos, it's PR after all.
@C.A._Old
Жыл бұрын
i tell you. Fk to new Valve in 2020s.
@Nashy119
Жыл бұрын
It would be very noticeable to a dev who'd worked on it before.
@DalmoLuz
Жыл бұрын
Yeah, Now plz, Share it! =D
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
Жыл бұрын
he breaks them at 7:15 and you can clearly see the flip of the text
@alexanderchacon6690
Жыл бұрын
Yeah it looks odd
@qunas101
Жыл бұрын
Also, why does it say to break glass to the people outside? 😅
@maskettaman1488
Жыл бұрын
@@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
@3htthexy
Жыл бұрын
@@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
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.
@SoyAntonioGaming
Жыл бұрын
or play COD - the superior FPS!!! if u dont upvote this, u are noob!
@DarioCurci.
Жыл бұрын
@@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
@kitwheston
Жыл бұрын
@@SoyAntonioGaming you're embarrasing
@NoCat.
Жыл бұрын
@@SoyAntonioGamingyikes
@SoyAntonioGaming
Жыл бұрын
@@kitwheston ur mad bcuz u are not skilled enough to have sponsors
That intro shot of the player running and tilting the view upwards was such a Film-like shot, magnificent!
@ratyrat5
Жыл бұрын
?
@dariannnnnn
Жыл бұрын
lol
@Crowbar
Жыл бұрын
not really but ok
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:
@TheMinipasila
Жыл бұрын
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
Жыл бұрын
@@TheMinipasila Yeah, perhaps Philip is trying something new. I would assume shorts are clearly viewed more though.
@acters124
Жыл бұрын
youtube pls fix
@TheMinipasila
Жыл бұрын
@@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)
@mav9987
Жыл бұрын
@@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
why is this unlisted
@drunkenbugsuck
Жыл бұрын
not anymore
@jaysonkstone
Жыл бұрын
to keep the demons out.
@loenity
Жыл бұрын
but the demons have arrived
@notdarklord9227
Жыл бұрын
@@jaysonkstoneit failed
@peculiarfellow
Жыл бұрын
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
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.
@esparttt
Жыл бұрын
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?
@andrewahern3730
Жыл бұрын
The custom glass maps were a blast to play.
@z33iihh
Жыл бұрын
@@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 :/
@iamnobody8
Жыл бұрын
@@z33iihhyou know why it looks animated? Because it is
I really liked that zoom out of the whole map
@js1zzle
Жыл бұрын
agreed, absolutely beautiful
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
@niks660097
Жыл бұрын
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..
@bshap495
Жыл бұрын
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.
@piotrmazek540
Жыл бұрын
@@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.
What about Counter-Strike 3
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"
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.
@m.n.s.s2825
Жыл бұрын
No need
@melc311
Жыл бұрын
@@m.n.s.s2825wrong. It looks bad when there’s no details like that
@ossyx
Жыл бұрын
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* 🤯
@TheHUEZOX
Жыл бұрын
@@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
@BillyBlaze6907
Жыл бұрын
@@ossyxNo floor ever looks that clean, not even if it was sweeped the same day.
Goin crazy with the vids Philip! Keep it up! It's always a joy to see the name pop up, no matter which brother!
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
These videos are so wonderful thank you for making them
The videos I’ve been always waiting for!
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.
It's so nice to hear your actual voice again Or at least a really good recreation of it
great video, very insightful
I hope they keep the shadows in the game, just tweak it so everyone see's it the same way
I don't even play counter strike since years but still watch all your videos, they're soothing. Also love your background music
I am so impressed by the physics sim in the end. Valve keep changing the game
@MrDeaz
Жыл бұрын
They have made everything static in CSGO. Source had dynamic physics objects
@shanaur
Жыл бұрын
@@MrDeaz no the objects breaking just feel heavier
Thx for going over the only map I tend to play lmao, t'was about time 😅
I am devastated that you didn't mention the new muffled music emitting from the CT swat van
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.
@nvna1111
11 ай бұрын
Fr I haven't played it in a long time but I got mad respect for philip
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
@gunthergerlach545
Жыл бұрын
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
another fantastic video from the goat himself. I expected nothing less but perfection. I love nuke.
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.
@Deezsirrer
Жыл бұрын
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!
You're video are masterpiece, and I love your theme song 🙏🏾
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.
@Deezsirrer
Жыл бұрын
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
@lifegrain6092
Жыл бұрын
@@Deezsirrer 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)
@gunthergerlach545
Жыл бұрын
they would have to raymarch the volumes twice which is twice as expensive
@Becke963
Жыл бұрын
@@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.
@lifegrain6092
Жыл бұрын
@@Becke963 yeah since it's only 1 spot.... so far, we've yet to see the othet maps
good job you havent missed an update im proud of you son
😮 so much content so good!
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...
@youju26
Жыл бұрын
S2FM is out already. At least I saw some HL: Alyx Videos made with S2FM.
@youju26
Жыл бұрын
kzread.info/dash/bejne/hH-Gw8iKp5bgXdY.html
I hope they keep shadows, they look awesome and are so much fun to play around with!
@traffic9518
Жыл бұрын
@@tehjamerzwhat?
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
"As dry and dusty as a nuns .... Sandcastle". Oh Philip you dirty dog!
Just wanting to say that I really enjoyed the music in this video.
Cannot wait Valve, thank you for being awesome and making a return
Best summary I have of the new cs lighting and texture overhauls; It looks like a cs fragmovie without any editing needed
the shadow giving off your postition may be a cool addition
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.
@sebibro1053
Жыл бұрын
That’s a great idea
It would be awesome if we got Insertion II (or that Swedish map) with the new Source 2 graphics.
Incredible subtitle at the start
Grenades not blowing the door out in pieces and windows looking like a cartoon is unaccaptable
This is just mindblowing.
Great video once again mr 3kliks. I have yet to see anywhere what happens if you shoot 2 bullets into the same window in two different spots, one after the glass breaking animation has started. Does it react or does the animation play out without any change once the first bullet hits? Thank you mr 3kliks
@3kliksphillip would source 2 GPU-culling make rendering huge maps now possible? I remember one of your old videos, where you mentioned that battle royale maps in CS:GO were made on a structure of pyramid to auto-unload things, that are not in the view, is this still a thing in CS2?
I played on low settings for cs2 since the start of the beta and didnt really have any problems with textures but the moments i loaded into nuke, some of the textures appeared broken and a few were just plain black. When i turned the settings to high everything was fixed though, is there an explanation to this anyone could tell me?
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
Жыл бұрын
Wonder what negative shadows would look like, your shadow in front of you?
@liv6646
Жыл бұрын
@@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
@deixos2224
Жыл бұрын
@@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
@RADkate
Жыл бұрын
@@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
@gunthergerlach545
Жыл бұрын
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
0:34 Is this related to how when you stab a surface with the knife or shoot it you start to see purple-ish outlines? I wonder, does this bug still happen in CS2 or do they no longer use texture compression?
Looks good
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.
Does someone know what kind of culling Source 2 uses now? Some sort of software rasterization into an occlusion buffer or occlusion queries?
Can you look through the small windows on the garage looking door on a to see into ramp?
3kliksphillip never disappoint
The way the light reflects in de_nuke reminds me of black ops 1 light effects ( they are one of my fav )
@iCookCrystalMeth
Жыл бұрын
Games with decent lighting go way further than high quality textures (i.e f.e.a.r)
Missed an opportunity there with the crash truck looking too prestine. "Valve, please unfix."
What happens when you shoot the doors? Do they get filled with see through holes or does one big hole appear?
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
Woah those inferno leaks look sick
Damn, these shadows on the top of B looks so cursed.
Loved this video. Long live CS!
Looks way better! Also, is the BG Music your own? :D
Can’t wait to play the new new newke
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.
@newe6000
Жыл бұрын
Makes sense, since Source 2 now saves maps as one giant 3d model with level geometry and static models baked in.
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 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.
@APesquera
Жыл бұрын
it'd be fun to see maps in different weather conditions and time of day de_nukenight
What's the Philip song playing around the 4minute mark ?
Background music is so chill, can I get the name of it?
Can you see through that window between A Site and Ramp in the garage?
Which one of your songs is used at the 5:00 mark?
i genuinely wouldn’t trust anyone like i do you to cover content like this, phillip.
I'm just glad to know that the janitors are doing a good job at Nuke
6:50 I remember, you listed in a video what these commands were to remove prop fade distances? I think you shared them before, but after looking in older videos that relate to CSGO's graphics I couldn't find it. Do you mind sharing them again?
@stevethepocket
Жыл бұрын
It would appear that sv_cheats 1 r_disable_distance_fade_on_big_props 1 r_disable_distance_fade_on_big_props_thresh 1 would do the trick. Let me know if it works.
Can the CTs see shadows through the windows if the T's are outside?
6:53 - what song is playing in the background here?
In CSGO doors used to make a hole in the middle of the door no matter where you shot it at. Does this work the same way in CS2 or can you make holes in different parts of the door?
damn i really want to explore nuke and the surrounding now. looks like really epic map!
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.
@slamcheck
Жыл бұрын
valve doesnt own cache so they wont touch the map or upgrade it.
6:52 What are the commands?
I hope they keep the shadows.
Do we know if source 1 hammer projects will port into source 2 hammer?
The door blew affect is cool
@7:25 Funny to watch the "In Case of Emergency" text flip backwards
I am really excited for Philip's maps maybe a revamp of his old one?
new franzj videos gonna be fire
was it finally publically released or it still in limited access? I can't wait, I see too many videos about it recently, literally 1 or 2 guaranteed videos on the main page, but I don't see any update to CS2 yet...
Will you be creating a tutorial series for Source 2/Hammer?
anyone know whether you can do the vent trick on the new nuke?
5:55 What is that gap on the left? Valve, pls fix
looks so good
that's cool it's like how it looked in the csgo trailer
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
can't wait to see cs2 major shadow meta
why are the shorts not on the shorts section and just on the main videos?
I was hoping for a layout update but this is cool too
I can't wait for the Aztec remake
Why do the real time light sources show up in the cube maps? Seems like an oversight.
5:55 ehmm the gap in textures on the left hand side volvo please fix?