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
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  .
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|  (It's not new with csgo) | Deprecated (talk | contribs)   (Revamped features and game availability, added Insurgency and DOI to the list of games) | ||
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| The '''Counter-Strike: Global Offensive'''  | The '''Counter-Strike: Global Offensive''' engine branch was introduced in 2012 with the release of {{Game link|Counter-Strike: Global Offensive}}. It is the latest Source 1 engine branch available and succeeds the [[Portal 2 (engine branch)|Portal 2 engine branch]]. | ||
| {{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 {{csgo}}.}} | |||
| == Features == | == Features == | ||
| Line 5: | Line 7: | ||
| New since the Portal 2 branch is: | New since the Portal 2 branch is: | ||
| ; Real- | ; Real-time dynamic shadows | ||
| :  | : {{ent|env_cascade_light}} provides dynamic, high-resolution cascade shadow mapping for the outdoor light of {{ent|light_environment}}. | ||
| ;  | ; Lightmapped Ambient Occlusion | ||
| :  | : [[VRAD]] can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism. | ||
| ; [[ | ; [[$bumpmap|Bump mapped]] [[decals]] | ||
| :  | : {{ent|LightmappedGeneric}} decals now support bump maps. | ||
| ====Newer Features==== | |||
| ; [[Phong]] reflections on Lightmapped materials | |||
| : <code>LightmappedGeneric</code> and {{ent|WorldVertexTransition}} now support diffuse Phong reflections. | |||
| ; [http://counter-strike.net/workshop/workshopmaps#normal_mapped Vertex lighting for bump mapped static props] | |||
| : Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive [http://counter-strike.net/workshop/workshopmaps#static_prop better lighting.] | |||
| ; [http://counter-strike.net/workshop/workshopmaps#anisotropic Anisotropic reflection emulation] | ; [http://counter-strike.net/workshop/workshopmaps#anisotropic 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 <code>LightmappedGeneric</code> shader. | ||
| ; [[Lightmapped_4WayBlend | ; [[Lightmapped_4WayBlend]] | ||
| :  | : A displacement shader that can blend four different materials together by luminance. | ||
| ; [[Static_Prop_Combine|Prop combining]] | |||
| :  | : [[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.}} | |||
| ; Other improvements | |||
| : {{todo|Document these, this is just the tip of the iceberg.}} | |||
| == Availability == | == Availability == | ||
| * {{Game link|Counter-Strike: Global Offensive}} | * {{Game link|Counter-Strike: Global Offensive}} | ||
| * {{Game link|Insurgency}} (earlier version) | |||
| * {{Game link|Day of Infamy}} (earlier version) | |||
| Source code for this branch is '''not''' available. However, authoring tools exist for custom content. | Source code for this branch is '''not''' available. However, authoring tools exist for custom content. | ||
Revision as of 18:33, 28 August 2020
The Counter-Strike: Global Offensive engine branch was introduced in 2012 with the release of Template:Game link. It is the latest Source 1 engine branch available and succeeds the Portal 2 engine branch.
 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
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  .
.Features
New since the Portal 2 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 bump mapped 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 combining
- 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. Note:Document all of the increased limits.
- Other improvements
- Todo: Document these, this is just the tip of the iceberg.
Availability
- Template:Game link
- Template:Game link (earlier version)
- Template:Game link (earlier version)
Source code for this branch is not available. However, authoring tools exist for custom content.




