CS2's New Anubis Analysed

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[Music] I like to think that for each new Counter-Strike 2 map we get that it focuses on a new graphical feature of some kind but the maps we just received being ancient and Anubis don't seem to have any obvious new features I noticed small things like how every bit of foliage now moves whereas a lot in csgo remained entirely static but for the most part it seems like valve is happy just bringing two of the most beautiful maps from CS go up to Source 2's lighting standards along with many small graphical tweaks and variations on the new water shaders to better suit these new locations Anubis is a unique map in that it's one that valve bought from the community this shouldn't matter too much but it means that we can't interpret changes to it in quite the same way it isn't like cash whichever pone remains in control of this is valve taking over from somebody else's original work and so while I would assume many changes are done to improve it some may just be done because valve wants to change it similar to how a woman insists on changing the look of a perfectly functional room often at Great cost and time expense whereas I wouldn't expect valve to make such changes to the maps that they had made originally even when ancient was first released valve probably made it with Source 2 in mind so I'd expect fewer and more subtle changes to that map than this one which was made by somebody else and probably wasn't made with Source 2 in mind and one of the changes that valve has made to this map is to make the 3D Skybox look bigger much bigger some of this has been done using superficial tricks like to remove the distant grass and to shrink the trees down to about half their former size which immediately makes the place feel bigger a bunch of boats have been added to the water which helps remove any denial about the scale of denial there's even one that's been added here which I hope they keep it's like a Landshark or something they've removed some of the blockier details on the pyramids and changed the Sand Dune texture and there's more Haze making it harder to see everything for all the times I've praised this game for getting more detail I'd be a hypocrite not to point out that this Source 2 version now has objectively less detail than before not necessarily worth looking just less detail but I'll let those Scallywags at valve away with this because they've lavished genuine new extra detail on these distant mountains here and I love mountains who doesn't they look a long way away don't they complete with beautiful atmospheric Haze and everything and this is even more impressive if we look the other way up the Nile with some of them being so far away that the source 2 engine can't even light them even when they're in the 3D Skybox where everything's 16 times smaller it really seems like overkill for it to be this far away especially when you can't even see these bits too easily from the level but if I stand right here at t-spawn and peer through this Archway there it is this is one of the most distant 3D things ever rendered in Counter-Strike and while we're on the topic of 3D skyboxes I guess one new feature Anubis Sports is distant Skybox water and a smooth looking transition between that and the levels water such a transition was always hard to do in CS go here it was on Lake here it is on danger zone Sirocco and here it was on the old Anubis you can make the transition look close but it's always going to look a bit different and in CS2 it's still going to look a bit different but now they've got a new trick to help mask this transition further it helps if I show what this transition looks like in the 3D Skybox first because here we can see an example of the water Fading Into nothing which makes the transition look easier to see valver's specified coordinates for this water to fade out at it doesn't smoothly Fade Out instead it uses this rather irritating set pattern of pixels to gradually get drawn less and less you'll notice this trick used for other things in CS2 especially at there are graphic settings and I hate it and even when the water is supposed to have fully faded out here you can still see a stray water pixel here and there even miles away just and this same Fade Out effect is used between the water in the level and the stuff in the Skybox and here the effect works much better making it almost impossible to spot where the level actually ends from the playable space at least so this is a great example of how Source 2 has got a new feature to smooth over an Abrupt transition issue that many map has struggled with in source for the best part of 20 years it matters to me because you have no idea how many hours I spent trying to make the transition on my Island domination map in castrate Source looks seamless but there is one suggestion I'll make to improve this water further and that's for valve to remove this bit of surface scum because it's the obvious bit in a repeating surface pattern and another fun thing I noticed and probably why the Shadows in-game don't quite line up with the Sun in the sky valve please fix is because it isn't a sun it's only a model an illusion they've painted it onto the sky in the 3D Skybox and it looks utterly ridiculous perhaps it's to keep it looking higher res than whatever low-res Skybox image they're using around it I call this the flat Sun Theory how does this happen I plan a quick video showing two new maps and then three days later I'm left with four minutes talking about Sky boxes and extra place I'm on a map I made from 2007. so onto the bit you actually want to know about maybe is the Outdoor Lighting in Source too Overexposed does it make every shadow when shiny surface look a bit too pretty probably but damn before and afters show how ugly csgo's lighting could be flat cartoony shit the new source 2 lighting really shines often literally blessing the outdoor areas in a warm yellow glow and the indoors with a harsh white one and there are some truly beautiful spots showcasing both it's a real color spectacle I still can't quite explain how or why PBR materials look so good when compared with the more primitive shaders that we had in Source one but for a visual example of why it looks better this room is perfect these Stones Shine the wood shines everything shines especially this golden ceiling but it's not just a shininess it's also the way the yellow lighting from here and what I'm going to say is blue lighting from here interacts with one another creating such a smooth beautiful gradient between the two colors across this floor and how the various crooked planks and angled fences all display colors depending on what lighting should be hitting them even this bit under the floor that you'll never see it's like a disco treat for the eyes I would have said that all these things have been placed just to show off Source 2's lighting but they haven't been everything was placed exactly like this already in CS go it just looked Brown and miserable a simple lighting overhaul has transformed this from being an ugly room that you never paid attention to into being one of the most gorgeous spots on the entire map and just like with the pyramids outside all of the former sticky out bricks in this area have been removed there's actually less detail here than there was before fewer polygons to tax your graphics card with but to State the obvious that doesn't mean it now looks worse or runs faster and just around the corner from this is this area showing how strong Source 2's bounce lighting can be but in a good way look at the shadow behind this crate the floor is casting a literal Shadow up the side of the wall here it's why everything in the shade has an unearthly glow to it because it's being lit from an angle that you're not used to seeing in real life valve please fix or should they [Music] I took a trip to Jordan to the not so lost nor secret place called Petra this is one of the few places in the world that I'd say manages to be better in real life than you'd hope it would be here bullet decal Fade Out length is measured in centuries and surrounding it is one of those 1.6 era 2D skyboxes full of impossibly craggy mountains as far as the eye can see and no matter when you visit there are many examples in and around the numerous valleys gullies Crags and ruins where sun will pour through a crack and will illuminate the entire place with its pleasantly warm powerful glow even from beneath look undeniable proof that even on a hot sunny day still be lit from beneath how considerate of them to carve all this out thousands of years ago just so I can draw parallels between his and Source too look how green it is so green it's like the new the new cash new cash oh yeah thanks ancient people now time to get home before another major Counterstrike update lands and you can shoot this glass too it's a similar effect to the ones in an office only the glass on this map remains transparent and breaks into fewer pieces I actually prefer it but it is a shame that the glass quickly disappears after the first bounce still it's satisfying enough that I expect CTS to develop atrocious compulsive habits of shooting these areas as they Rush past it on the way to middle in the hub that it'll give them luck in the upcoming battle but it won't and running straight across the middle is this beautifully blue Canal featuring water core sticks both underneath and around the watery areas you'll also spot a bunch of super wet looking surfaces around the canal which I think looks just as gorgeous though I'm unsure of how it remains looking this wet in the burning sunlight I also have no idea how this water got around the monument on bombsite B leave your suggestions in the comment section below I'm guessing it's where all this water is teleported to once it's collected in this trough since there's nowhere else for it to go but I don't want to complain too much since it adds so much to the visuals with so little performance impact for the most part at least this corner of bomb site a did have waterfalls already but now there's a two layer pool with a little waterfall running down the middle there's even a Shrubbery I noticed a weird blue line down the side of this column and if I no clip through the wall then you can see it's being lit indirectly by the ambient lighting from outside see even when Source 2 gets things wrong it still looks beautiful returning to the watercolor sticks in this corner if you like this sort of thing then I can recommend Crisis 3 which attempted to do this effect in real time I'm not sure how accurately it did it I recommend it for trying I never thought I'd be comparing Counter-Strike to this game let alone saying that I think that counter-strike's Graphics are better than crisises are yet here we are both games even model your character's legs and stuff okay I really need to stop getting distracted and actually finish this video because it's been a week since the update and you're all waiting patiently I'll just kill this guy first and I'll tell you what forget all those fancy benchmarking programs and demos simply shove your face up to the ripples at the base of these waterfalls and it gets my GeForce 1490 down below 90 FPS at 4K carrying on this weird tour around the map I took a detour through here to appreciate how complete this unplayable space looks you've got our whole Canal section here another ancient statue just chilling by the side of the road and this floating tree here which you actually can't see us floating from the playable space like even if you stood here and boost on top of another player's head the floating tree space is so perfectly aligned with this Stone here but I can't help but believe that the mappers must be prepared for this exact situation where I analyze for these sorts of things the attention to detail is simply incredible and then beyond this non-playable space is another even further away an even less playable space what a time to be alive I've mentioned before how csgo was incapable of the color red everything in that game was some drab orangey color but in CS2 they've embraced that by making the shutters and Stone Surfaces more orangey Brown than ever before but don't worry there are still some garishly red surfaces like these street signs here these flowers which must be wearing lipstick or something and the B logo which is so damn red I worry that YouTube's going to age restrict this video and at t-spawn I notice a banging music trap playing from this doorway you might ask who cares but that's kind of Rich given that you've watched me talk about lighting for 10 minutes [Music] I care because some of the older Maps especially Italy Inferno and the source versions of dust feature these kinds of spots and tracks which I still remember fondly almost 20 years later so you better memorize this track you might be showing it to your children someday and then back to the canals again and to the only gameplay change that's worth covering the boat here has been removed and the bridge has been adjusted slightly see Source 2 version of Anubis has something for everybody but especially for me I don't know what valve is going to do with cs go once CS2 comes out I hope it remains accessible and playable but just in case it isn't here are some close-up comparisons of the water between the two versions just to show you why you'll never want to attend a CS Go version of this map ever again so I was going to cover ancient in this video as well but I got so brutally sidetracked by pointer stuff they'll just have to wait have fun
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Channel: 3kliksphilip
Views: 310,104
Rating: undefined out of 5
Keywords: 3kliksphilip, cs2, counter strike, source 2, csgo, counter-strike, de_anubis, graphics, analysis
Id: FTIDMupTfy8
Channel Id: undefined
Length: 11min 39sec (699 seconds)
Published: Sat Aug 12 2023
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