via http://www.youtube.com/watch?v=ksH5K1fbzYI http://www.neogaf.com/forum/showthread.php?t=758999 Source SDK 2.0 may have been leaked, although it looks as if it's a cheap taunt, faked, it apparantly is not. Reasons for this is because the guy who posted this is from deep inside the gaming community and works with Valve. Let me know what you think of it. It looks incredible, although I expected Source 2.0 to just have soft shadows, better rendering and high-end lighting. It's just obvious as that's what they had to catch up with. What I'm most interested in is to know how Valve approached these techniques. Back in the time, in 2004, Source was recognized (and it still is in fact) as an engine that can produce high-quality content with less resources, and has games thanks to the Source Engine that can run on a range of specifications that is far higher than almost any other engine. As such, I hope they somehow achieved some new techniques, like static lighting much like in the previous engine, but at a much higher level, so high in fact that it looks like soft shadows, but simply cheaper than real-time. Take CSGO as an example, they can already produce soft-shadows at a very low cost compared to something as Crysis 1, 2 or even 3. BUT, that is not 'real' soft-shadowing, it's a different approach that achieved the same result but with less resources than it always has been given to. I'm jeezing my pants, I hope this is for real.