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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* {{Doi|4}} (earlier version) | * {{Doi|4}} (earlier version) | ||
* {{hl2r|4}} (unreleased) | * {{hl2r|4}} (unreleased) | ||
:: {{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...}} | ||
* {{jbep3|4}} | * {{jbep3|4}} | ||
* {{mcv|4}} | * {{mcv|4}} |
Revision as of 00:13, 7 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
LightmappedGeneric
and 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
LightmappedGeneric
shader. - 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.