Counter-Strike: Global Offensive engine branch
		
		
		
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The  Counter-Strike: Global Offensive engine branch was introduced in 2012 with the release of
 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
 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
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.
 Counter-Strike: Global Offensive.Features
New since the  Portal 2 engine branch is:
 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
- LightmappedGenericand 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 LightmappedGenericshader.
- 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. 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 Counter-Strike: Global Offensive
 Insurgency (earlier version) Insurgency (earlier version)
 Day of Infamy (earlier version) Day of Infamy (earlier version)
 Half-Life 2: Remastered (unreleased) 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, replacing the old DirectX Versions system), Panorama/Qt UI, more... 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, replacing the old DirectX Versions system), 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:
 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.






























