Difference between revisions of "Counter-Strike: Global Offensive (engine branch)"

From Valve Developer Community
Jump to: navigation, search
(It's not new with csgo)
(Revamped features and game availability, added Insurgency and DOI to the list of games)
 
Line 1: Line 1:
The '''Counter-Strike: Global Offensive''' Engine Branch was introduced with {{game link|Counter-Strike: Global Offensive}} in 2011. It succeeds the [[Portal 2 (engine branch)|Portal 2 engine branch]].
+
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-Time outdoor [[W:shadow_mapping|shadow mapping]] using the [[env_cascade_light]] entity
+
; Real-time dynamic shadows
: Similar to [[env_projectedtexture]], used to render harsh, dynamic outdoor shadows
+
: {{ent|env_cascade_light}} provides dynamic, high-resolution cascade shadow mapping for the outdoor light of {{ent|light_environment}}.
; Light-mapped [[W:Ambient_Occlusion|Ambient Occlusion]]
+
; Lightmapped Ambient Occlusion
: Used to create Ambient Occlusion on Brushes/Displacements
+
: [[VRAD]] can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
; [[W:Phong_shading|Phong shading]] on Brushes (added 29 April 2015)
+
; [[$bumpmap|Bump mapped]] [[decals]]
: Allows for the addition of Phong highlights on brushes lit by environment light
+
: {{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]
: Used on cubemaps to emulate anisotropic reflections
+
: Brush shaders can now emulate anisotropic specular reflections using new parameters.
; [[W:Normal_mapping|Normal Map]] blending
+
; Bump map blending for [[LightmappedGeneric]]
: Used to blend together multiple normal maps
+
: Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the <code>LightmappedGeneric</code> shader.
; [[Lightmapped_4WayBlend|4-Way Blended materials]]
+
; [[Lightmapped_4WayBlend]]
: Allows for up to 4 materials to be blended into each other on [[displacements]]
+
: A displacement shader that can blend four different materials together by luminance.
; Improved [[vbsp|VBSP]]
+
; [[Static_Prop_Combine|Prop combining]]
: With larger limits for almost types of entities
+
: [[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.

Latest revision as of 17:33, 28 August 2020

The Counter-Strike: Global Offensive engine branch was introduced in 2012 with the release of <Counter-Strike: Global Offensive> Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the Portal 2 engine branch.

Note.png 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>.

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
LightmappedGeneric and 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 LightmappedGeneric shader.
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.png Note: Document all of the increased limits.
Other improvements
To do: Document these, this is just the tip of the iceberg.

Availability

Source code for this branch is not available. However, authoring tools exist for custom content.