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CS2-10k: A Large-Scale Egocentric Counter-Strike 2 Dataset

Reka AI released CS2-10k, a large-scale egocentric dataset built from professional Counter-Strike 2 matches, containing over 600,000 player-round videos totaling 10,000+ hours of first-person footage with per-frame annotations of keyboard state, mouse movement, and 3D player trajectory. The dataset aims to support training interactive world models for embodied AI research, and the open-source rendering pipeline used to create it is also being released.

read3 min views2 publishedJun 26, 2026
CS2-10k: A Large-Scale Egocentric Counter-Strike 2 Dataset
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Training interactive world models requires data that is notoriously hard to find: ego-centric video sequences with densely aligned action signals (keyboard inputs, camera motion, and ego state) all synchronized to the visual stream.

Real-world embodied data is costly to collect, while synthetic data often lacks the visual richness or behavioral diversity needed for generalization. Counter-Strike 2 demos offer a compelling middle ground: because matches are recorded as deterministic replays, we can reconstruct clean first-person video at any point in a match, extracting the precise control inputs that drove each visual change. For these reasons, Counter-Strike is fast becoming a popular substrate for embodied AI and world-model research, with recent efforts such as EgoCS-400k reflecting a growing community interest in it as a rich source of egocentric training data.

Today we release CS2-10k, a large-scale egocentric gameplay dataset built from professional CS2 matches. It contains 600,000+ player-round videos spanning 10,000+ hours of first-person footage, paired with per-frame annotations covering keyboard state, mouse movement, and 3D player trajectory. Alongside this ready-to-use dataset, we are also releasing the ready-to-extend cs2-dem-renderer, the open-source pipeline used to produce it. All of this, so we can build better world models, together.

Dataset Overview #

CS2-10k is built from public professional match demos sourced from HLTV. For each demo, we render clean first-person video at 720p, 48fps using the demo replay tool inside CS2, producing one video per player per round. Alongside each video, we store a parquet file containing per-frame annotations synchronized to the video timeline.

Annotation Schema

Every video clip has its corresponding anotations stored in a .parquet

file:

Field Type Description
string Map name (e.g. "mirage", "dust2")
int Round within the match
int 0 = Counter-Terrorist, 1 = Terrorist
int Total frames in the clip
float Video frame rate (48.0)
float Clip duration in seconds
float Camera field of view (90.0°)

| list[dict] | Per-frame annotation array (see below) |

Per-Frame Annotations

Each entry in frame_data

contains:

Field Description
Concatenated active keys:
Horizontal camera delta — proxy for mouse X movement
Vertical camera delta — proxy for mouse Y movement
Player world position in game units
| Camera yaw angle (−180° to 180°) |
| Camera pitch angle (−90° to 90°) |

The combination of video and per-frame control signals creates a tight action-observation loop.

No Abrupt Visual Changes #

Each clip is a contiguous segment of a single round from a single player's perspective. There are no mid-round cuts, no editing transitions, and no UI HUD. The camera moves in a physically plausible relationship in the world and we hide the player weapon to get rid of sudden visual changes caused by weapon recoil, reloads, and weapon switching.

Many Use Cases #

CS2-10k is designed for training interactive world models that learn how first-person visual observations change in response to player actions. The same aligned video, control, and state signals also support a range of related research workflows:

Rendering Pipeline #

If CS2-10k does not cover the scale, matches, or annotations you need, you can use our open-source pipeline at github.com/reka-ai/cs2-dem-renderer to render your own CS2 datasets. Given a .dem file, it performs a two-pass parse to extract per-player spawn/death intervals and per-frame button inputs, then drives CS2's built-in demo replay system to render first-person video for each player each round. Frames are streamed in real time from CS2's movie output to ffmpeg (VAAPI HEVC), producing .mp4

clips alongside synchronized .parquet

annotation files. A worker mode processes entire directories of demos with automatic deduplication, making it straightforward to run at the scale of CS2-10k.

Citation #

If you use CS2-10k in your work, please cite:

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