bronze
Main Archive
One row per player per tick, plus every game event of the match, parsed but not interpreted.
Closest to what the game recorded. Wide and long; this is where the volume is.
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Catalog
Each match is published whole — every table derived from it, and a recording of every player's point of view in every round. This page explains how those parts fit together and lists every table.
These figures measure what is offered for download, not everything the company holds.
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Everything derived from one Counter-Strike 2 match is published together as a demo package, named by its demo id. A package divides into three layers. The first two travel in the main archive; the third has an archive of its own.
Main Archive
One row per player per tick, plus every game event of the match, parsed but not interpreted.
Closest to what the game recorded. Wide and long; this is where the volume is.
Main Archive
Per-match tables derived from the bronze layer.
Narrower, already joined and cleaned. Usually where an analysis starts.
Video Archive
Per-round, per-player point-of-view recordings, each with a frame table mapping its frames back to the game clock.
One folder per round. Tens of gigabytes per match.
Four keys hold a demo package together. Between them they cover every join the dataset supports, so what an analysis can ask is decidable before anything is downloaded.
Frame tables ship in the video archive only, alongside the recordings they describe.
Every demo package holds the same set of tables, so this describes the dataset rather than any one match. Row counts and sizes are totals across the packages that carry the table.
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| Table | Alias | Layer | Rows | Columns | Size | Packages |
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A table's own page carries its schema, what each field means, and a preview of real rows.