Dota 2 engine branch (Source): Difference between revisions
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The {{dota2branch|4}} was the first {{src2|1}} engine branch to be released, first introduced with {{Dota2|name}} Reborn update in 2015, which also makes {{Dota2|4}} the first game to use Source 2. | The {{dota2branch|4}} was the first {{src2|1}} engine branch to be released, first introduced with {{Dota2|name}} Reborn update in 2015, which also makes {{Dota2|4}} the first game to use Source 2. | ||
Revision as of 10:50, 27 August 2024

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The Dota 2 engine branch was the first Source 2 engine branch to be released, first introduced with Dota 2 Reborn update in 2015, which also makes
Dota 2 the first game to use Source 2.
The Dota 2 branch (pre-Reborn) originally introduced in 2013 with the release of Dota 2, used to be the latest Source branch available, succeeding the Counter-Strike: Global Offensive engine branch, starting with Reborn update released in 2015, the game was upgraded to the then-new Source 2 engine, which makes CS:GO the latest Source 1 branch available. Additionally, this is the only Source 1 engine branch that was never licensed to third-party developers.
Features [confirm]
Post-Reborn (Source 2)
These are the features introduced since Dota 2 Reborn update in 2015, which ported the game to Source 2 engine.
- Panorama UI
- 64-bit support
- Allows the game to use more than 2-4GB of system RAM and better performance.
- DirectX 11 (D3D11) and Vulkan support.
- Adds support for newer versions of Direct3D, aswell as new renderer "Vulkan", allowing the game to have better graphics/performance. Direct3D 9 and OpenGL continued to be supported in Dota 2 until 2021.
- Physically Based Rendering support.
- Volumetric lighting support.
Newer features
Features back-ported or introduced with later updates to the branch.
- Hardware accelerated ray-tracing for VRAD (VRAD3)
- Introduced in later version of Dota 2 and replaces VRAD2, VRAD3 now requires graphics card with ray-tracing support to preview & bake lighting. This will allow VRAD to quickly calculates lighting data.

Pre-Reborn (Source)
New since the CS:GO engine branch is:
- Cloth simulation
- Real-time cloth simulation (i.e. soft-body physics).
- Global lighting
- The world is lit and shadowed dynamically with env_global_light (in addition to pre-compiled light).
- Steamworks integration
- Building upon community-driven features from Team Fortress 2 players will be able to share strategy guides and coach newer players through Steamworks.
- MultiBlend Textures
- 4-way texture blending, upgrading/replacing WorldVertexTransition
- Screen-space Anti-aliasing
- Anti-aliasing for use with deferred shading. The option to enable MSAA anti-aliasing (outside of console commands) has been removed in favor of Screen-space Anti-aliasing (and/or FXAA) as these does not work correctly with deferred shading.
- Screen Space Ambient Occlusion
- SSAO post-process shader
- Published demo file format
- Dota 2 Demo Format contains a link and instructions for parsing the Dota 2 demo files
- Custom Addon Support
- See the Dota 2 Workshop Tools for more details.