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HLTV CS2 POV Rendered Dataset

Rendered Counter-Strike 2 POV training clips derived from blanchon/cs2_dataset_demo. Each row is one one-minute-or-shorter player POV chunk. The default config is previews, a small inline overlay+audio video view for browsing. The heavy chunks config contains embedded full-resolution video, audio, inputs, and world-state streams.

The raw HLTV .dem files stay in the source dataset. This repo stores only the rendered training dataset.

Configs

  • previews (default): one low-resolution preview_video row per chunk with the input overlay baked in, plus cheap filters like player_side, primary_weapon, and survived_chunk.
  • matches: one row per rendered (match_id, map_name) with team/event/date metadata.
  • rounds: one row per rendered (match_id, map_name, round) with tick boundaries.
  • chunks: full training rows with video, audio, inputs, worlds, and typed metadata.

Filesystem Layout

data/
  match_<match_id>/map_<map_name>/player_<player>/
    chunks-preview-<machine>-<uuid>.parquet
    chunks-full-<machine>-<uuid>.parquet
index/
  manifest-<machine>-<uuid>.parquet
  rounds-<machine>-<uuid>.parquet
state/
  processed/<input_metadata_stem>/<match_id>.json
  failed/...
  skipped/...

Every machine writes a unique <machine>-<uuid> shard, so parallel uploads do not touch the same files. state/processed is written only after the shard upload succeeds.

Stream With datasets

from datasets import load_dataset

repo = "blanchon/cs2_dataset_render"

# Cheap default browsing view.
previews = load_dataset(repo, split="train", streaming=True)
for row in previews.take(3):
    print(row["match_id"], row["round"], row["player"], row["preview_video"])

# Full training rows. Use columns/filters to avoid pulling unused bytes.
chunks = load_dataset(
    repo,
    "chunks",
    split="train",
    streaming=True,
    columns=["video", "audio", "inputs", "worlds", "match_id", "round", "player"],
    filters=[("player", "==", 0)],
)

Query With DuckDB

-- Match-level index only; no media bytes.
SELECT match_id, map_name, team1, team2, event, match_date
FROM 'hf://datasets/blanchon/cs2_dataset_render/index/manifest-*.parquet'
LIMIT 20;

-- Round timing index only.
SELECT match_id, map_name, round, round_duration_ticks
FROM 'hf://datasets/blanchon/cs2_dataset_render/index/rounds-*.parquet'
WHERE round_duration_ticks > 3000;

-- Preview rows for fast visual review.
SELECT match_id, map_name, round, player, chunk_index, primary_weapon
FROM 'hf://datasets/blanchon/cs2_dataset_render/data/**/chunks-preview-*.parquet'
WHERE player = 0
LIMIT 20;

Partial Download

hf download blanchon/cs2_dataset_render --repo-type dataset \
  --include "index/*.parquet"

hf download blanchon/cs2_dataset_render --repo-type dataset \
  --include "data/match_2393343/**/chunks-preview-*.parquet"

hf download blanchon/cs2_dataset_render --repo-type dataset \
  --include "data/match_2393343/map_de_ancient/player_00/chunks-full-*.parquet"

Row Semantics

  • player is the stable canonical 0-9 player index for a match.
  • spec_slot is the transient CS2 spectator slot used only to record the POV.
  • Recording starts at the playable round start (freeze_end_tick) and stops at the player's death tick, or at round end for survivors.
  • The production worker validates exactly 10 canonical players per round, unique spec-slot resolution, no recording past death, and valid video/audio/ inputs/world sidecars before upload.
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