Gabe Newell on Source 2: "If other engine manufacturers see stuff in it that's useful to them, well they can integrate it into their engines as well"

Here is a partial transcript I made earlier

[...] Introduction
[...] PC gaming growth
[...] User generated content

We're announcing that Source 2 is gonna come out and that it's gonna be free. Anybody who sees it as a valuable tool for developing a new game and shipping it - there is no license fee, there's no royalty. They can use it. If other engine manufacturers see stuff in it that's useful to them, well they can integrate it into their engines as well. So the focus for use with Source 2 - Source was the tool we used to build Half Life and Left4Dead and Team Fortress and Dota - and Source 2 takes all of that, does it better. But the big focus really is on productivity, is making creators more productive. But it's not just professional developers, it's gamers as well. The way we sort of think of it is that there's kind of this role playing game that everybody plays which is you start off playing single player games and then you level up and can play multiplayer games and you are a fun person to play with but you're just keep moving up sort of the talent tree until you're making games and entertaining people that way. That's why one of the reasons that we think just making Source 2 freely available to people is an important step.

[...] Epic/Unity shout out

Another thing that's important to us is - it sound kind of like a strange thing to do but it kinda makes sense I think if you look at it in terms of the overall PC industry - is we're supporting Vulkan. So Vukan is previously known as OpenGL next, it was from our point of view you have lots of interesting stuff happening in graphics technology right now, but it tends to be restricted to a specific platform or to specific vendors hardware products and Vulkan solves that problem. It's a cross-platform [API], it works on Mac, Linux, Windows, SteamOS, it's gonna be supported by Valve and Blizzard and Epic and Unity and it works with NVIDIA graphics hardware or ATIs graphics hardware [sic]. We're actually gonna make a Vulkan driver release for the Intel integrated graphics. So it'll be source code that anybody can use. If you're a software developer and you wanna understand what's happening on the inside of your graphics pipeline you can look at it or if you're a hardware manufacturer and you wanna reference design you can build off of - And that's just how we're trying to support the Khronos groups effort to make Vukan a cross-platform solution.

[...] Steam Machines
[...] Talos PrincipleDemo
[...] 120 Hz or 4k/5k monitors
[...] UT4 Outpost23
[...] System Shock 2 with Steam link and Controller

/r/programming Thread Link - youtu.be