Counter-Strike: Global Offensive engine branch: Difference between revisions
		
		
		
		
		
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Note:This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to 
 Counter-Strike: Global Offensive.
		
	
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:: {{ModernConfirm|While this game is currently unreleased, it's most likely based off CS:GO branch heavily modified (according to SteamDB when viewing the Review_Build depot files) to include support for HL2 entities as it's contain some graphic features that can be only found in L4D engine branch and later (EKV files), Panorama/Qt UI, more...}}  | :: {{ModernConfirm|While this game is currently unreleased, and not announced yet, it's most likely based off CS:GO branch heavily modified (according to SteamDB when viewing the Review_Build depot files) to include support for HL2 entities as it's contain some graphic features that can be only found in L4D engine branch and later (EKV files), Panorama/Qt UI, more...}}  | ||
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Revision as of 23:13, 6 June 2023
The 
 Counter-Strike: Global Offensive engine branch was introduced in 2012 with the release of 
 Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the 
 Portal 2 engine branch.
Features
New since the 
 Portal 2 engine branch is:
- Real-time dynamic shadows
 - env_cascade_light provides dynamic, high-resolution cascade shadow mapping for the outdoor light of light_environment.
 - Lightmapped Ambient Occlusion
 - VRAD can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
 - Bump mapped decals
 - LightmappedGeneric decals now support bump maps.
 
Newer Features
- Phong reflections on Lightmapped materials
 LightmappedGenericand WorldVertexTransition now support diffuse Phong reflections.- Vertex lighting for bumpmapped static props
 - Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive better lighting.
 - Anisotropic reflection emulation
 - Brush shaders can now emulate anisotropic specular reflections using new parameters.
 - Bump map blending for LightmappedGeneric
 - Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the 
LightmappedGenericshader. - Lightmapped_4WayBlend
 - A displacement shader that can blend four different materials together by luminance.
 - Prop combination
 - VBSP now supports combining selected static props during map compilation, increasing performance and lowering draw calls.
 - Increased engine and compilier limits
 - The engine now supports more entities, more models and more displacements.
 
Note:Document all of the increased limits.- New first-person weapon lightning.
 - First-person weapon view now support more detailed lighting.
 - Static prop scaling
 - Other improvements
 - Todo: Document these, this is just the tip of the iceberg.
 - Todo: Celisej: soon add more.
 
Availability
 Counter-Strike: Global Offensive
 Insurgency (earlier version)
 Day of Infamy (earlier version)
 Half-Life 2: Remastered (unreleased)
 Confirm:While this game is currently unreleased, and not announced yet, it's most likely based off CS:GO branch heavily modified (according to SteamDB when viewing the Review_Build depot files) to include support for HL2 entities as it's contain some graphic features that can be only found in L4D engine branch and later (EKV files), Panorama/Qt UI, more...
A third-party, heavily modified version of this engine, called 
 Strata Source, is also available, and it is used on the following games:
Source code for these branches is not available. However, authoring tools exist for custom content.