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Counter-Strike Source 2 appears in DOTA 2’s latest update

A few days ago, we informed you about the possibility of a new Counter-Strike game. And it appears that NVIDIA’s drivers have indeed leaked this new CS game. Valve has just updated DOTA 2 and this latest update actually comes with some files for Counter-Strike 2 (or Counter-Strike GO Source 2).

At this point, we don’t have enough information about this new Counter-Strike yet. My guess is that we’re looking at a port of Counter-Strike Global Offensive in the Source2 Engine. At least that’s what the leaked files indicate.

As such, PC gamers can expect better performance as the game will be using a newer API than DX9. We might also see some graphical improvements, though I wouldn’t expect Ray Tracing or anything like that.

According to reports, the beta phase for Counter-Strike GO Source2 will begin later this month. If that actually happens, we can safely the game will come out in 2023 (or in early 2024).

Lastly, I strongly recommend tempering your expectations. Counter-Strike Global Offensive Source2 will be a more polished product than its predecessor. So, if you didn’t like CS: GO, you won’t like CS: Go Source2.

Stay tuned for more!

CSGO SOURCE 2 MAP LEAKS

11 thoughts on “Counter-Strike Source 2 appears in DOTA 2’s latest update”

  1. As such, PC gamers can expect better performance as the game will be using a newer API than DX9.

    It will offer both DX11 & Vulkan as an option, similar to Half-Life: Alyx.

    That’s because Valve’s Source 2 Engine was originally designed around the DX11 API, as said by a Valve employee:

    The Source 2 engine was fairly heavily designed around the Direct3D11 model where shaders are created independently and state objects are provided at draw time. As such, there is a significant amount of information our engine does not know at the time the shaders are provided to our rendering abstraction: the pairing of shaders across stages, vertex formats, framebuffer formats, depth/stencil state, viewport information, MSAA state, and several others. This has meant that we delay creation of PSOs until draw time, which can lead to hitches, particularly with a cold pipeline cache.

    They’ve since co-developed a whole new extension for Vulkan called
    VK_EXT_graphics_pipeline_library
    with the sole purpose to reduce & eliminate shader compilation stutter without having to add a pre-compilation step to a game.

    This way, gamers will be able to start playing right away, similar to the DX11 days.

    DXVK is also making use of this Vulkan extension, starting with version 2.0.

    And no, DX12 doesn’t offer a similar extension…

    PS:
    Note that currently only nVidia & the Linux-exclusive AMD Vulkan driver written by Valve (named RADV) offers support for this specific Vulkan extension, since it is quite new.

  2. As such, PC gamers can expect better performance as the game will be using a newer API than DX9.

    It will offer both DX11 & Vulkan as an option, similar to Half-Life: Alyx.

    That’s because Valve’s Source 2 Engine was originally designed around the DX11 API, as said by a Valve employee:

    The Source 2 engine was fairly heavily designed around the Direct3D11 model where shaders are created independently and state objects are provided at draw time. As such, there is a significant amount of information our engine does not know at the time the shaders are provided to our rendering abstraction: the pairing of shaders across stages, vertex formats, framebuffer formats, depth/stencil state, viewport information, MSAA state, and several others. This has meant that we delay creation of PSOs until draw time, which can lead to hitches, particularly with a cold pipeline cache.

    They’ve since co-developed a whole new extension for Vulkan called
    VK_EXT_graphics_pipeline_library
    with the sole purpose to reduce & eliminate shader compilation stutter without having to add a pre-compilation step to a game.

    This way, gamers will be able to start playing right away, similar to the DX11 days.

    DXVK is also making use of this Vulkan extension, starting with version 2.0.

    And no, DX12 doesn’t offer a similar extension…

    PS:
    Note that currently only nVidia & the Linux-exclusive AMD Vulkan driver written by Valve (named RADV) offers support for this specific Vulkan extension, since it is quite new.

    1. Unfortunately that lack of AMD support on Windows is keeping the Half Life 2 VR mod on an older version of DXVK, however I have to admit that they have done a good job of preventing stutters with it and the game runs pretty well in VR.

  3. “PC gamers can expect better performance as the game will be using a newer API than DX9.”

    John, let’s fake-bet on it:
    Do you really think the game will run faster on DX11 or 12 compared to DX9?

    IIRC, it has NEVER been the case despite technicalities and marketing saying that it should.

    Let’s see how it goes.

    1. It’s a new engine, and I doubt it will perform as well as the old engine. That being said if they implement Vulkan and D3D11 well then it’s still possible we may see better performance due to the number of render threads scaling to the number of logical CPU’s and more efficient use of GPU resources, so it’s hard to say for certain until we see how good of a job Valve’s teams did updating the games to Source 2.

      For now saying that the performance will be better is just a shot in the dark, and we can really only wait and see.

  4. I still have doubts this leak being a big thing. Remember how back on January 2014 there were images of a L4D2 map on Source 2? Nothing came out of that.

  5. I hope they upgrade Half Life Source, Half Life 2, and other Source games to the newer Source 2 engine. It’s a little late to help the Half Life 2 VR mod project, and even the original Half Life has been modded to be playable in VR without any real help from Valve from what I understand, but it would still be cool to get updated versions of these old games. I could use SpecialK or the Auto HDR plugin for ReShade to tonemap the output to HDR if the games used D3D11 instead of D3D9 (DXVK and dgVoodoo don’t seem to help get these things working in older games).

  6. That guy is a complete idiot, please ignore him and whoever talks about these retarded stuff, like VNN and such.

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