Source 2 Engine To Reportedly Hit CS:GO Servers Soon
Posted 25th March 2020 By: ThisIsSam    997 Views
Esports news – Long before Counter Strike: Global Offensive (CS:GO), Valve had several successful FPS video games and game modes. Although nothing can come close to the popularity of CS:GO today, other previously-released game modes are also worthy of attention. Taking that into account, Valve reportedly plans to release Source 2 engine to CS:GO servers soon.
Fans suggest that this move is Valve’s way of keeping up with the competition. Today’s popular FPS titles like Overwatch, Valorant, and Apex Legends takes its own space in the market. Source 2 can turn the tides around. After all, players have been waiting for the engine to enter the CS:GO servers since its release. Source 2 is already used in Dota 2, Dota Underlords, SteamVR Home, Artifact, and Half-Life: Alyx. This will get the hopes up for those looking for a significant change in CS:GO tournaments. Not only will it change the aesthetics of the game, it also might introduce a new meta and an overall gameplay update.
Reports claim that Valve might release Source 2 in two months’ time. The dates are not confirmed yet. However, players might not see the newly-developed Source 2 to run smoothly in pro and regular play until all beta tests passed Valve’s standards. Several patch updates are needed to fix bugs and other in-game errors.
About Source 2
Source 2 is a 3D video game engine exclusively developed by Valve. It’s the successor of the original Source engine. The engine went public on Dota 2 Workshop Tools in 2014, but Valve officially released it at the Game Developers Conference in March 2015. Dota 2 received it on June 17, 2015.
Source 2 is capable of enhancing player experience and engagement, regardless of the hardware and software used. Here are the features offered by Source 2:
-Integrated asset management.
-New engine-integrated authoring tools, rebuilt from the ground up.
-Completely rebuilt Hammer level editor, featuring modern polygon mesh editing tools.
-Support for both forward and deferred rendering pipelines.
Supports both 64bit and 32bit systems, including mobile platforms.
-Lower latency and more responsive input.
-Increased performance limit to take advantage of higher-end hardware.
-Improved audio and voice processing.
-Makes use of the Vulkan 3D Graphics and Computing API.
-Native OpenGL support on all platforms.
-New in-house physics engine, Rubikon. Includes support for Cloth Simulation.
-Physically-based shading support.
-Support for the Steam Audio sound system.
-Enhanced Panorama GUI, designed to be more user friendly.