YouTube’s ‘VISION’ has shared a video, showcasing what a remaster of Counter-Strike 1.6 could like like in Unreal Engine 5. Alongside the recreated maps, the YouTuber has also implemented basic gameplay mechanics.
Now we all know that Valve is working on Counter-Strike 2.0 in Source2 Engine. However, CS2 will pack numerous gameplay changes, tweaks and improvements. In other words, you can’t look at it as a remaster of CS 1.6.
To be honest, this fan-made remake looks really cool. From what we can see, VISION has used the original textures in order to maintain the game’s original art style. And, in a really weird retro way, it looks great. Basically, this fan remaster reminded me of Quake RTX and Doom RTX.
Needless to say that this is a concept video, and nothing more. So no, you can’t download and play it. Still, this is something that a lot of CS fans will find interesting.
Speaking of Unreal Engine 5, I also suggest taking a look at these other fan remakes. For instance, we have these faithful remasters of Dark Souls and Dark Souls 3. Then we have the Zelda: Ocarina of Time Fan Remake. Let’s also not forget this amazing fan remake of STALKER. And lastly, you can find fan remakes of Death Stranding, ARK: Survival Ascended, Fallout 4, Resident Evil’s Spencer Mansion and Skyrim’s Whiterun. All of them are cool, so make sure to watch them.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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that totally how light and eyes works and not at all csgo with some lens flare added on top
JJ Abrams CSGO?
Its not even ray traced, that’s just stupid SSR
Also why is there rain inside buildings LMAO
Seriously though
Ray tracing isnt just reflections and post processing effects that blinds your eyes
Ray tracing is much more than that
Funny thing you say this, because the ray-traced global illumination is pretty evident even in the header image. Ironic, isn’t it?
There is a huge lack of indirect shadowing behind the boxes in the header image.
It does lack global illumination
Btw if you want real path tracing in cs 1.6 there is the half life ray traced mod. You can add all cs 1.6 assets and get actual full path tracing there
You’re referring to RTAO and not to RTGI. You really need to learn what these techniques actually do.
RTGI is for illuminating the lighting to the environment (it’s basically the “bleeding” of color to nearby surfaces. When a light hits a red surface for example, it will illuminate the red-ish color to nearby surfaces)
RTAO is for the indirect “fake” shadows.
Global illumination is Global
It takes care of all bouncing light
Which includes ambient occlusion
With RTAO it estimates indirect shadows with ray tracing, but doesn’t actually bounce light which is lighter on performance but less accurate
But global illumination does bounce light and indirect lighting and shadows, as the name suggests, *Global*
When light bounces it will hit an object and cast a shadow in the areas that light doesnt reach
Global illumination uses much more rays which means higher performance penalty
Again, you’ve completely mistaken what RTGI does (and I’d really like to know who told you that RTGI handles indirect shadows). It does NOT include indirect shadows. Here, from NVIDIA, if you brighten up the RTX Off image, you’ll see that all the shadows (and indirect shadows) are EXACTLY the same. The only difference is the “brightness” and “color bleeding”.
https://developer.nvidia.com/rtx/ray-tracing/rtxgi
If you want to learn more about Ray Tracing and its different methods, you can also read Unity’s manual. Again, RTAO is for more precise AO by tracing rays. RTGI is for a more natural lighting when it comes to “brightness” and “color bleeding”.
https://docs.unity.cn/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Ray-Tracing-Getting-Started.html
Heres lumen doing indirect shadows through global illumination
https://youtu.be/ygqN-yMl5ZA
Global illumination handles direct and indirect lighting
Maybe you are right about Ray tracing
But path traced global illumination 100% handles ambient occlusion and indirect shadows
Path tracing is a completely different thing. Path tracing handles everything, from reflections to lighting and shadows. It’s the ultimate goal, and it’s way, way, WAY more demanding than ray tracing.
Regarding Lumen and the video you shared, Lumen only handles movable Sky Light shadows and ray-traced distance field shadows on Directional Lights. These shadows in the video are the result of that (directional light). In a shadowy scenes/areas, Lumen won’t provide indirect “fake” shadows. You can read more about Lumen here -> https://docs.unrealengine.com/5.0/en-US/lumen-global-illumination-and-reflections-in-unreal-engine/
Lumen still handles global illumination and reflections. These shadows are cast by the sun light hitting the ground and bouncing off hitting the sphere and casting a shadow behind it.
https://docs.unrealengine.com/5.0/Images/building-virtual-worlds/lighting-and-shadows/global-illumination/lumen/LumenGI_Apartment.webp
In this picture. It is clear that lumen is responsible for the indirect shadows in the scene.
Too bad the dudebro ruined it with his rad effects.
Effects: Insane
Visibility: Uber Potato
Lets Unreal everything for John
I’d rather John started include console news than these stupid “[insert random game name] fan remake in unreal engine”. WTF
Lol this is newsworthy:)))
Wow!
This looks like shït, mate.
Your posts always provide me with a new perspective and encourage me to look at things differently Thank you for broadening my horizons