Valve posted a blog entry for some new lighting and shader improvements made to CS:GO today following Operation: Wildfire, and there is some really cool stuff they go over. For an engine over a decade old, this is some real good shit right here. - improved -staticproplighting (fires more rays when calculating, no more blotchy shadows on props) - improved phong shading on world brushes (tf2 does not have this capability) - addition of anisotropic reflection emulation (think of the ripple and stretching effect of city lights reflecting on water at night) - more memory allocation to hammer for improved in-editor performance. Not sure of how much of an impact this has, but in other hammer news, they also added a nuke_zoo to the sdk content that is full of all of the new assets introduced in the new nuke in a bunch of categorized sections, most of which are tintable, modular, and skinned. Could this also mean more theme libraries in the future? I hope so, this one is cool as shit. - support for a 2nd uv set (created so the artists could put high-res decals on some crate models in different locations to create variety and uniqueness) - selective tinting on models with multiple textures. I assume this can be used for infinite color variations on multi-mapped models, like the forklift here. - cubemaps influenced by environment light brightness and color, for more tonally accurate reflections and special effects. They say it can be good for areas with hard shadow transitions as well. There's more, go read the entry here. I'm wigging out over CS:GO right now holy fuck.