Dota 2 engine branch (Source): Difference between revisions
SirYodaJedi (talk | contribs) No edit summary  | 
				SirYodaJedi (talk | contribs)  m (SirYodaJedi moved page Dota 2 engine branch to Dota 2 engine branch (Source))  | 
				
(No difference) 
 | |
Revision as of 09:53, 27 August 2024
Remember to check for any notes left by the tagger at this article's talk page.
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.