@@bethanywhite247 when someone plays source 1 games it's something fascinating something new something great you want to go back to source 2 is nothing like that I mean do you think cs2 deserves that title; counter strike 2 should be something crazy something amazing that we will see again in 10 years like F.E.A.R came out or crysis
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.
@@Vitoreosadly yes, but thats more a fault with the fact the engine was made to run on CPUs not GPUs. Being CPU limited meant that you could run Half-Life 2 (a game from 2004) quite easily as long as you had enough RAM, and a GPU that wasn’t really made for gaming. (i.e. the Min-specs PC from like 2002-2003.) Made it more widely accessible.
like the other person said, max 1 dynamic shadow casting light source per map, but also the resolution and overall fidelity in general was not even close to what source 2 can achieve, it truly is such an improvement on the engine, and also the fact there's also self shadowing and much more complex systems and shaders in soirce 2, it help a lot with the whole visual presentation.
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, for the people actually taking this comment seriously, it's just a joke 💀
@@ILoveLSD first of all, Shadows have been in the game ever since the original cs go and if they were to just randomly add reflections after the new source. 2. Update then it would add a huge competitive advantage and make the game even more broken, just imagine there's a reflective wall behind someone and then there's a shadow. You would know exactly where that person is with Shadows. You can't be 100% sure where the person is, also screen space reflections are just unnecessary in a first person shooter, It just wastes unneeded FPS
There is no real time reflections because it would tank fps .Screen space reflections give no competitive advantage, and runs pretty light, however the baked reflections in cs2 look pretty damn good, so real time screen space reflections aren't needed.
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
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
2:50 I believe those are planar reflections basing the fact we can see the light flickering. Source 1 is capable of them and uses them on water surfaces. The example of the Source 2 windows is the new parralax corrected cubemaps they implemented. They look much much better but will not reflect dynamic and changing things jn the scene.
Fire borrows a little from the new smoke techniques used in cs2. Id also like to add that the source 2 decals are a massive step up with the immersion, dont inow how it works but the fire marks somewhat line up with the fire direction, same thing happened with the bottles. I first noticed this with half life alyx paint buckets and how authentic the spashes looked when you threw them.
@@hillybankokDevelopment began in 2007. On early 2010s we already had demos and concepts, and Valve started using it for games in 2015. It's far from finished. It's in constant development and we'll see several iterations like we did with Source 1.
Seeing how revolutionary source one was, I was expecting something as much revolutionary on source 2. Outside of source 2 water, I have difficulty finding breath taking tech here
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.
If you code things like the water and the reflections you would be making a modified version of the engine just like Titanfall, a game that is a heavily modified version of the source engine, sure maybe you can add these features without having to touch the engine but if you want to build games like that Its just easier to modify the engine
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
Рік тому+7
@@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.
Рік тому
@@lereff1382Source 1 also has parallax corrected cube map tho. They also using SSR in CS2, but only for water effects.
Bottle physics is the same, its the bottle materials that changed. Not only is it seemingly translucent now but simulates the liquids inside it. Breaking the bottle in source 2 now has particles.
SSR is really prevalent nowadays, and it's always jarring to me to see reflections disappear whenever something moves out of camera. It's really refreshing to see it not being SSR or just a basic cubemap.
@@Jolfm123 indeed, it is the better choice for the most part, it then gets mostly down to the level design team to try and not make any instances of obvious cutoff points in reflections (a lot don't even consider it), such as the mirrors in Ready or Not. Regardless, it's refreshing to not have that happen at all, even if they're not real-time reflections.
Source 1 grenade explosion is the most impactful. But this is art direction, not engine advantage ofc. I just find those fire ball vfx with soft and dragged out explosion sfx silly and underwhelming. Source 1 explosion vfx + sfx feel like a punch in the face if it explodes near my character.
Do peoples here not realize that all these physics difference in each game is devs decision not the engines? The physics also 3rd party API not from the Source engine itself. In DotA2 with source2 there is no fking bottle physics for example. If you really want to make engine comparison, go to the source/source2 GUI and compare engine features, not the game.
I want Half Life 1 and 2 (+ episodes obv) in Source 2, with Workshop support since start... from Valve, like a big good remake, all in one game Its ok Black Mesa and HL 2024 Anniversary, and also many mods, but... Source 2 is more better
thats source 2 yes but from a vr game and cs2 its limited to gameplay cant interact much whit map objects lets wait to gmod source 2 or hl3 to really see the potential of it
Source is still so beautiful and Source 2 is even way beautifuller. There could be technically more advanced engines but compared to Sources they feel soulless. Valve will always be goat ❤️❤️❤️
Source 2 is such a wasted engine. Source 1 had so many AAA+ mega blockbuster hit games to represent it and Source 2 barely got a VR exclusive game long years after its release and now this engine is pretty much decade old. Source 2 deserved way better
A Decade old engine doesn't mean its finish like unreal engine lmao Source 2 development technically finish on CS2 Maybe soon after HLX they gonna release the engine to the public
Barely got a vr game? Source2 is very much in the state it is today because of half life alyx, actually, half life alyx is source 2's half life 2, it's the whole reason why the engine is functional and being used in other games, you can see it in the final hours documentary. Dota 2, HLA, CS2, Deadlock, S&Box. Give the engine a few years, I don't consider the engine being complete before HLA, All these games were released very close within each other, it just needs that final boom, wich is what HLX will be
Barely got a vr game? Source2 is very much in the state it is today because of half life alyx, actually, half life alyx is source 2's half life 2, it's the whole reason why the engine is functional and being used in other games, you can see it in the final hours documentary. Dota 2, HLA, CS2, Deadlock, S&Box. Give the engine a few years, I don't consider the engine being complete before HLA, All these games were released very close within each other, it just needs that final boom, wich is what HLX will be
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
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!
That is not source 2's fault, the game engine by itself can look really photoreal, the cartoonisation you sprak of is due to developers and artists that work on the projects. CS custom maps change a lot from map creator to map creator if you look closely, and even changes from ingame map to ingame map
No, source 2 have crisp lighting without need of an aggressive TAA like unreal engine did Its just that cs2 artstyle look like that. It has nothing to do with the engine.
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 don't know why people keep saying s&box is gmod 2. It really isn't. All this does is lead to confusion and people getting angry when they find out that it's not true.
source : looks good enough + performs awesome (though maybe not that good for developers but for consumers it's flawless) source 2 : a valve version of UE5 WE GOT SHADOWS WE GOT REFLECTIONS WE GOT 4K TEXTURES HIGH POLY UGLY MODELS GOOFY UNNESSECARY PHYSICS ETC!!!!! meanwhile performance wise you need a 7800x3d + 4080 super to avoid experiencing weird framerates + devs are in vacation mode since the transition(cs2) 5GB updates and are all skins with some unnoticable geometery etc.
Wait you are telling me upgrading an engine to today's standard makes it unreal engine 5 :0 yeah we should've definitely stayed in 2012 Brother make your own opinions, I don't even think you play the game anymore either since all devs have been doing is releasing huge updates recently
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🦅🦅💀🦅
But not source 2 s2 is weak
@@TartarusPyro how is source 2 weak?
@@bethanywhite247 when someone plays source 1 games it's something fascinating something new something great you want to go back to source 2 is nothing like that I mean do you think cs2 deserves that title; counter strike 2 should be something crazy something amazing that we will see again in 10 years like F.E.A.R came out or crysis
@@TartarusPyro counter strike is pretty boring, source 2 is half life alyx and HLX.
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..
@@Vitoreosadly yes, but thats more a fault with the fact the engine was made to run on CPUs not GPUs.
Being CPU limited meant that you could run Half-Life 2 (a game from 2004) quite easily as long as you had enough RAM, and a GPU that wasn’t really made for gaming. (i.e. the Min-specs PC from like 2002-2003.)
Made it more widely accessible.
like the other person said, max 1 dynamic shadow casting light source per map, but also the resolution and overall fidelity in general was not even close to what source 2 can achieve, it truly is such an improvement on the engine, and also the fact there's also self shadowing and much more complex systems and shaders in soirce 2, it help a lot with the whole visual presentation.
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
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, for the people actually taking this comment seriously, it's just a joke 💀
I just thought about how much that would change the game wow
shadows?
shadows do the same thing
@@ILoveLSD first of all, Shadows have been in the game ever since the original cs go and if they were to just randomly add reflections after the new source. 2. Update then it would add a huge competitive advantage and make the game even more broken, just imagine there's a reflective wall behind someone and then there's a shadow. You would know exactly where that person is with Shadows. You can't be 100% sure where the person is, also screen space reflections are just unnecessary in a first person shooter, It just wastes unneeded FPS
There is no real time reflections because it would tank fps .Screen space reflections give no competitive advantage, and runs pretty light, however the baked reflections in cs2 look pretty damn good, so real time screen space reflections aren't needed.
Love that you added the Half-Life comparisons, instant nostalgia
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.
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.
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
you need to hear and see it with the index on though
You just compared games running on those engines, not engines itself. Feature in game is not necessarily an engine feature
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
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
Valve can't count to 3
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.
a woke fire
The water in Source 2 alone makes me *thirsty.* 💦
I want to drink source 2 water
I guess you could say the souce engine lineage is the "source" of valve's successful games
2:50 I believe those are planar reflections basing the fact we can see the light flickering. Source 1 is capable of them and uses them on water surfaces. The example of the Source 2 windows is the new parralax corrected cubemaps they implemented. They look much much better but will not reflect dynamic and changing things jn the scene.
Left 4 dead and l4d2 have liquid in the Molotov also if you look closely you can see it very faintly
Source 2 is just so beautiful.
Fire borrows a little from the new smoke techniques used in cs2. Id also like to add that the source 2 decals are a massive step up with the immersion, dont inow how it works but the fire marks somewhat line up with the fire direction, same thing happened with the bottles. I first noticed this with half life alyx paint buckets and how authentic the spashes looked when you threw them.
2:22 *Me when the telephone rings, but I'm home alone:*
In the thumbnail, Source 1 looks much more realistic to me than Source 2, which looks more cartoony. Probably because of the colors.
Remember you are comparing 2004 vs 2014 engine
in reality source 2 was finished in development in 2020, 2014 is where development began
@@hillybankokDevelopment began in 2007. On early 2010s we already had demos and concepts, and Valve started using it for games in 2015.
It's far from finished. It's in constant development and we'll see several iterations like we did with Source 1.
Source 2 is really amazing i love what they created. Source 1 is also great obviosly.
bro playing half life 3 before gta 6
Seeing how revolutionary source one was, I was expecting something as much revolutionary on source 2. Outside of source 2 water, I have difficulty finding breath taking tech here
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.
If you code things like the water and the reflections you would be making a modified version of the engine just like Titanfall, a game that is a heavily modified version of the source engine, sure maybe you can add these features without having to touch the engine but if you want to build games like that Its just easier to modify the engine
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
Bottle physics is the same, its the bottle materials that changed. Not only is it seemingly translucent now but simulates the liquids inside it. Breaking the bottle in source 2 now has particles.
We should also know that source 2 is limited here for VR performance (for half Life Alyx specifically)
SSR is really prevalent nowadays, and it's always jarring to me to see reflections disappear whenever something moves out of camera. It's really refreshing to see it not being SSR or just a basic cubemap.
I mean yeah but there isnt really anyother method that doesnt involve RT to make reflections look good without tanking 87% or your framerate
@@Jolfm123 indeed, it is the better choice for the most part, it then gets mostly down to the level design team to try and not make any instances of obvious cutoff points in reflections (a lot don't even consider it), such as the mirrors in Ready or Not. Regardless, it's refreshing to not have that happen at all, even if they're not real-time reflections.
blood in cs2 looks awesome
7:50 chicken approved
Source 2 HE grenade explosion looks like Hollywood action, Source 1 seems realistic
Source 1 grenade explosion is the most impactful. But this is art direction, not engine advantage ofc. I just find those fire ball vfx with soft and dragged out explosion sfx silly and underwhelming. Source 1 explosion vfx + sfx feel like a punch in the face if it explodes near my character.
Do peoples here not realize that all these physics difference in each game is devs decision not the engines? The physics also 3rd party API not from the Source engine itself.
In DotA2 with source2 there is no fking bottle physics for example.
If you really want to make engine comparison, go to the source/source2 GUI and compare engine features, not the game.
Graphics looks absolutely stunning. Looks like Source 2 engine will be able to give any top game engines a run for their money, but that's just me.
I'll stick to Source 1, mostly because I can run games on my potato without turning it into an oven while it's holding on to it's dear life.
How's life going?
Maybe next goldsrc vs leak source vs source vs source 2
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
@@alexzhukovsky8361source 2 is way older than you think, it can run on shitty pcs and still look good
I want Half Life 1 and 2 (+ episodes obv) in Source 2, with Workshop support since start... from Valve, like a big good remake, all in one game
Its ok Black Mesa and HL 2024 Anniversary, and also many mods, but... Source 2 is more better
thats source 2 yes but from a vr game and cs2 its limited to gameplay cant interact much whit map objects lets wait to gmod source 2 or hl3 to really see the potential of it
we lost half our FPS for water and shadow
great job volvo
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
Source is still so beautiful and Source 2 is even way beautifuller. There could be technically more advanced engines but compared to Sources they feel soulless. Valve will always be goat ❤️❤️❤️
У сорс 1 оптимизация отличная и когда он выходил это был прорыв. У сорс 2 ничего вау эффекта не вызывает
Got to love that bottle service!
explosion and fire effects dont look very good but the engine has a lot of potential...for hl3 we need source engine 3 though xD
Source 2 is such a wasted engine. Source 1 had so many AAA+ mega blockbuster hit games to represent it and Source 2 barely got a VR exclusive game long years after its release and now this engine is pretty much decade old.
Source 2 deserved way better
Source 2 wasn't really complete until CS2 released. That's why HL Alyx is not HL3.
A Decade old engine doesn't mean its finish like unreal engine lmao
Source 2 development technically finish on CS2
Maybe soon after HLX they gonna release the engine to the public
Barely got a vr game? Source2 is very much in the state it is today because of half life alyx, actually, half life alyx is source 2's half life 2, it's the whole reason why the engine is functional and being used in other games, you can see it in the final hours documentary.
Dota 2, HLA, CS2, Deadlock, S&Box. Give the engine a few years, I don't consider the engine being complete before HLA, All these games were released very close within each other, it just needs that final boom, wich is what HLX will be
Barely got a vr game? Source2 is very much in the state it is today because of half life alyx, actually, half life alyx is source 2's half life 2, it's the whole reason why the engine is functional and being used in other games, you can see it in the final hours documentary.
Dota 2, HLA, CS2, Deadlock, S&Box. Give the engine a few years, I don't consider the engine being complete before HLA, All these games were released very close within each other, it just needs that final boom, wich is what HLX will be
nothing beats the source glass breaking,
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
Really hate how unnecessary vibrant cs2 is compared to csgo
when half life 3?
Explosions are literally the same. Different art styles tho
From engine gods to dota 2 engineers
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!
That is not source 2's fault, the game engine by itself can look really photoreal, the cartoonisation you sprak of is due to developers and artists that work on the projects.
CS custom maps change a lot from map creator to map creator if you look closely, and even changes from ingame map to ingame map
No, source 2 have crisp lighting without need of an aggressive TAA like unreal engine did
Its just that cs2 artstyle look like that. It has nothing to do with the engine.
SRC2 better be able to run on a potato
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
ngl all the new source 2 explosions are way worse everything else yeah is an improvement
Bruh, old version of NO VR mod :|
I think its source 1.4
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.
I don't know why people keep saying s&box is gmod 2.
It really isn't. All this does is lead to confusion and people getting angry when they find out that it's not true.
YOU FORGOT SOURCE 2 MOLOTOOOOOOOOOOOOV
At least use counter strike source not counter strike global offensive to compare.
Great, now someone make left 4 dead 3.
el agua fue god
FIRE IN THE HOLD
Counter strike 2/GO glass and reflections look like shit tbh
source : looks good enough + performs awesome (though maybe not that good for developers but for consumers it's flawless)
source 2 : a valve version of UE5 WE GOT SHADOWS WE GOT REFLECTIONS WE GOT 4K TEXTURES HIGH POLY UGLY MODELS GOOFY UNNESSECARY PHYSICS ETC!!!!! meanwhile performance wise you need a 7800x3d + 4080 super to avoid experiencing weird framerates + devs are in vacation mode since the transition(cs2) 5GB updates and are all skins with some unnoticable geometery etc.
Wait you are telling me upgrading an engine to today's standard makes it unreal engine 5 :0 yeah we should've definitely stayed in 2012
Brother make your own opinions, I don't even think you play the game anymore either since all devs have been doing is releasing huge updates recently
source 1 is better cause it looks worse
based chicken tester
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
Cool
UE5 is trash compared to source 2
UE5 is just stutter mess trash engine, only the gaphics good, optimization is ass so far
Source 2 quality is better 😊
SHUT UP!!!!!!!!! SORCE ENGEN BEST!"!!!! BETTER THAN 2!!
ok. Not much changed.
Are you blind?
@@mattynek2 we are all blind
Bait used to be believable