Dota 2 engine branch (Source): Difference between revisions

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(Revert to focused version)
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{{tabs|Dota 2 engine branch|source=1|source2=1}}
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{{split|This is for the Source 1 branch; Source 2 should have separate page.}}
The {{dota2branch|4|nt=1}} was introduced in 2013 with the release of {{dota2|4}}. It used to be the latest {{src|4}} branch available, succeeding the {{csgobranch|4|nt=0}}, but in the 2015 Reborn update, the game was upgraded to the then-new {{src2|4}} engine, which makes CS:GO the latest Source 1 branch available.
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 Dota 2 branch (pre-Reborn) originally introduced in 2013 with the release of {{dota2|name}}, used to be the latest {{src|1}} branch available, succeeding the {{csgobranch|4.1|nt=0}}, starting with Reborn update released in 2015, the game was upgraded to the then-new {{src2|name}} 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}} ==
== Features {{confirm}} ==
=== Post-Reborn ({{Src2|name}})===
{{Seealso|The {{source2|name}} [[Source 2#Features|features]] section}}
These are the features introduced since {{Dota2|4}} Reborn update in 2015, which ported the game to {{Src2|1}} engine.
; [[Panorama]] UI
; 64-bit support
: Allows the game to use more than 2-4GB of system RAM and better performance.
; [[DirectX|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.
{{Todo|Add features that are introduced with Dota 2 Reborn/Source 2 update.}}
==== Newer features ====
Features back-ported or introduced with later updates to the branch.
; Hardware accelerated ray-tracing for [[VRAD (Source 2)|VRAD]] ([[VRAD_(Source_2)|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.
{{Confirm|Confirm if Dota 2 version of VRAD3 requires ray-tracing or not. CS2 version of VRAD3 requires ray-tracing capable card to preview & bake lighting.}}


=== Pre-Reborn ({{Src|name}}) ===
New since the {{csgobranch|4}} is:
New since the {{csgobranch|2}} is:


; Cloth simulation
; Cloth simulation
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: 4-way texture blending, upgrading/replacing [[WorldVertexTransition]]
: 4-way texture blending, upgrading/replacing [[WorldVertexTransition]]
; Screen-space Anti-aliasing
; 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.
: Anti-aliasing for use with deferred shading
; Screen Space Ambient Occlusion
; Screen Space Ambient Occlusion
: [[SSAO]] post-process shader
: [[Ssao]] post-process shader
; Published demo file format
; Published demo file format
: [[Dota 2 Demo Format]] contains a link and instructions for parsing the ''Dota 2'' demo files
: [[Dota 2 Demo Format]] contains a link and instructions for parsing the ''Dota 2'' demo files
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== Availability ==
== Availability ==
* {{Code|2013}}{{dota2|4}}
* {{Code|2013}}{{dota2|4}} (formerly, uses {{source2|4}} since the Reborn update.)
** Upgraded to {{Src2|4}} in 2015.


== See also ==
== See also ==
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{{Branch-navbox}}
{{Branch-navbox}}
[[Category:Source 2 engine branches]]

Revision as of 10:55, 27 August 2024

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This is a draft page. It is a work in progress open to editing by anyone.
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The Dota 2 engine branch Dota 2 engine branch (Pre-Reborn) was introduced in 2013 with the release of Dota 2 Dota 2. It used to be the latest Source Source branch available, succeeding the CS:GO engine branch Counter-Strike: Global Offensive engine branch, but in the 2015 Reborn update, the game was upgraded to the then-new Source 2 Source 2 engine, which makes CS:GO the latest Source 1 branch available.

Features [confirm]

New since the CS:GO engine branch 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
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.

Availability

See also