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With millions of players and fans worldwide, Counter-Strike is one of the most renowned and influential first-person shooter games of all time. From its inception as a Half-Life mod in 1999, the game has gone through several incarnations, ending in Counter-Strike: Global Offensive (CS:GO) in 2012. With a robust competitive scene and a dedicated fan base, CS:GO has established itself as the genre’s main esports title.
Valve has officially announced that Counter-Strike 2 will be available as a free upgrade to Counter-Strike: Global Offensive this summer. This isn’t just a patch or a remaster; it’s a full-fledged sequel that will launch Counter-Strike into the next gaming generation. Valve has released a number of videos and blog posts explaining some of the significant features and changes that will be included in Counter-Strike 2, which we have compiled for you here.
The move from the Source engine to the Source 2 engine is one of the most major modifications in Counter-Strike 2. The Source engine was first used by Valve in 2004 for Half-Life 2, and it has subsequently powered several of their titles, including CS:GO. But, it has also shown its age and limitations over time, especially when compared to newer engines such as Unreal Engine or Unity.
The Source 2 engine, Valve’s most recent and complicated game development base, has been in development for years. It first appears in Dota 2 in 2015, followed by Half-Life: Alyx in 2020. Improved aesthetics, performance, physics, lighting, music, animation, networking, and other features are promised by the Source 2 engine.
Some of these improvements have been emphasised in Valve’s videos, and they include:
All of these adjustments will make Counter-Strike 2 appear more realistic and immersive than it was previously.
Another important aspect of Counter-Strike 2 is the update of all current Counter-Strike: Global Offensive maps to take advantage of the new engine features. These updates have been divided into three categories by Valve:
1) Touchstone maps are pre-designed and balanced maps that require only minor tweaks or problem patches.
Two examples are Mirage and Inferno.
2) Map Upgrades: These are maps with PBR lighting and other visual upgrades.
Nuke and Train are two examples.
Overhaul maps have been completely rebuilt from the ground up using new tools and components.
Dust II and Overpass are two examples.
In addition, Valve has said that all community-created maps would be compatible with Counter-Strike 2, and that new map-making tools will be made available to prospective designers.
The sub-tick update system will be one of Counter-Strike 2’s most significant technological breakthroughs. This method will do away with the need for servers to have fixed tick rates, which govern how frequently game data is updated between clients and servers.
In CS:GO, the normal tick rate is 64 ticks per second, which means that game data is refreshed every 15 milliseconds.
Sadly, this can result in delay, desync, hit registration failures, and other anomalies.
Counter-Strike 2’s sub-tick update system will allow game data to be updated at any time interval based on factors such as network conditions, player actions, and game events.
Data from all users and servers will be more precise and consistent as a result.
According to Valve, this strategy will result in smoother gaming, increased responsiveness, and more fidelity.
Counter-Strike 2 will make significant changes to the basic tactical gameplay, with smokes and a new sub-tick server system being the most notable.
Valve has divulged numerous details about the mysterious new project, including significant modifications to maps and visuals. CSGO grinders, on the other hand, are likely to be delighted about the tweaks to smoke grenades and the mysterious new sub-tick mechanism.
Valve, the creator of CSGO, released a massive amount of smoke modifications in a special movie to accompany the news. The short collection of video demonstrates significant improvements, such as smoke’s capacity to spread through doors and windows and even melt together. The most notable modification is that smokes can now vary after blooming based on player activities.
In several clips, players can be seen shooting through smoke to create temporary gaps to peer through. Some show grenades completely destroying them. They look lot better whether they sit stationary or move around, owing to Valve’s Source 2 rendering engine.
This opens up a plethora of gameplay possibilities for astute gamers. Teams can now coordinate grenades to blow away smokes and create new peak places on the fly. Grenade formations designed to cover large regions, such as outside the Nuke or Overpass A sites, will now merge together to produce perfect cover. Close-quarters locations such as Mirage connection and Inferno banana can now be flushed out without fear of empty corners.
The Counter-Strike 2 sub-tick system will enhance every facet of the game.
Counter-Strike 2 will introduce a new sub-tick server technology, which is expected to improve almost every element of gaming.
The tick rate in Counter-Strike: Global Offensive refers to how frequently the server replies to player inputs. The Valve matchmaking standard is 64 ticks per second, however most third-party servers offer 128 ticks per second. Valve’s new method, on the other hand, does away with ticks entirely, with the server reacting to whatever each player does in real time.
It’s unclear how this will influence gameplay, although promotional movies suggest it would result in smoother mobility and gunplay. Because CS2 will continue to be a millisecond game, quick updates should result in more consistent performance. Gamers will have to wait for the limited beta test to find out how the game feels.
Moving to sub-tick may also necessitate relearning a slew of Counter-Strike 2 skills. Many grenade lineups will need to be adjusted due to the tick rate. Precision movement tactics such as vent hopping and strafe leaping may be hampered as well. Another major gameplay feature influenced by tick rate is spray control. It’s also unclear how the system will handle lag, but Valve will almost certainly have some tricks up its sleeve for optimizing the Source 2 engine.