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200字范文 > PC顶级后次世代和主流次世代图像引擎技术规格表

PC顶级后次世代和主流次世代图像引擎技术规格表

时间:2019-12-11 23:08:53

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PC顶级后次世代和主流次世代图像引擎技术规格表

作者:零zXr0

只是技术规格,也就是说支持一项效果不等于会在游戏中使用

另外,这里列出的是"原生支持",像UE3那样靠physx去支持的物理算法和靠一堆外部插件去支持的伪dx10(在战争机器上等)是不能列入图像引擎规格表的

PS:游戏只记录自家作品

稍后再介绍每一个功能

顶级/后次世代:

Cryengine 3

BY Crytek

游戏:

CRYSIS2 尚未发售

主要规格

API: Driectx 11.0 & 10 Driectx 9.0C

Texture Resolution(材质解析度) :16384*16384

Quadcore-Multithreading(多核心多线程) √

Tesselation(曲面细分) √

Deferred shading(延迟渲染) √

Live Create(编辑器动态创建) √

Ambient Occlusion (环境光遮蔽) √

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)√

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照)√

God Ray (轨迹光) √

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Frostbite Engine 2.0

BY EADICE

游戏:

Battlefield? 尚未发售

主要规格

API: Driectx 11.0&10 & Driectx 9.0C

Texture Resolution(材质解析度) :16384*16384

Quadcore-Multithreading(多核心多线程) √ (16)

Tesselation(曲面细分) √

Deferred shading(延迟渲染) √

Live Create(编辑器动态创建) √

Ambient Occlusion (环境光遮蔽) √

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)√

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照)√

God Ray (轨迹光) √

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) √

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

X-Ray Engine 1.6

BY GSC Gameworld

游戏:

1.0 for Stalker:SOC 200万

1.5 for Stalker:CS 单作低于 100万,尚未记录

1.6 for Stalker:COP 单作低于 100万,尚未记录

Stalker:SOC

主要规格

API: Driect3D 11.0 &10 & Driectx 9.0C

Texture Resolution(材质解析度) :16384*16384

Quadcore-Multithreading(多核心多线程) √

Tesselation(曲面细分) √

Deferred shading(延迟渲染) √

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) √ (SS+HB+HD)

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照)√

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Cryengine 2

BY Crytek

游戏:

Crysis 150万

Crysis:Warhead Crysis:Wars 单作低于 100万,尚未记录 3款总合200万以上

主要规格

API: Driectx 10.0 & Driectx 9.0C

Texture Resolution(材质解析度) :8192*8192

Quadcore-Multithreading(多核心多线程) ×

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) √ (SS)

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)√

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照)√

God Ray (轨迹光) √

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Frostbite Engine 1.5

BY EADICE

GAME:

Battlefield:BadCompany 2 尚未发售

(1.0 for Battlefield 1943& Battlefield BadCompany 无PC版)

主要规格

API: Driectx 11.0 & Driectx 9.0C

Texture Resolution(材质解析度) :16384*16384

Quadcore-Multithreading(多核心多线程) √ (4)

Tesselation(曲面细分) √

Deferred shading(延迟渲染) √

Live Create(编辑器动态创建) √

Ambient Occlusion (环境光遮蔽) √ (HB)

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射) ×

Translucency Shader(半透明印射) √

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) √

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Chrome 4

BY Techland

游戏: Call of Juarez : Bound in Blood (Chrome 3 for Call of Juarez )

销量: 单作低于 100万,尚未记录

主要规格

API: Driect3D 10.0 & Driectx 9.0C

Texture Resolution(材质解析度) :8192*8192

Quadcore-Multithreading(多核心多线程) √

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) √

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)√

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Id tech 5

BY ID Software

游戏: RAGE & DOOM4 尚未发售

主要规格

API: OPENVL 3.0 & Driectx 9.0C

Texture Resolution(材质解析度) :8192*8192

Quadcore-Multithreading(多核心多线程) √

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) √

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) √

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) ×

Raytracing(光线追踪) √

Radiosity(实时辐射度照明) ×

bouncing light(光子反弹) √

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) √

Normal map(法线贴图) √

parallax occlusion(视察映射贴图) √

Displacement map(硬件位移置换贴图) √

megatexture(顶点贴图) √

Multi-sample(多重采样) √

Alpha to coverage(通道印射) ×

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) √

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) ×

Character dynamics(角色动力学) √

主流级/次世代:

Source

BY Valve

游戏:

HL2:EP2 +TF2+洞穴 150万

L4D 180万

L4D2 单作低于 100万,尚未记录

主要规格

API: Driectx 9.0C

Texture Resolution(材质解析度) :4096*4096

Quadcore-Multithreading(多核心多线程) ×

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×

Direct Illumination(直接光照) √

Indirect Illumination(印射光) √

Global Illumination(全局光) ×

Local Illumination(局部印射) ×

Photon mapping(光子映射贴图) √

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) ×

bouncing light(光子反弹) ×

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视察映射贴图) √

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) ×

shadow map(阴影贴图) √

Instancing(点缓存系统) ×

Gizmo particle(容积粒子) √

Volume Shader(体积Shader) ×

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

Unreal Engine 3

BY EPIC

GAME:

UT3 单作低于 100万,尚未记录

GOW 单作低于 100万,尚未记录

GOW2 无PC版

主要规格

API: Driectx 9.0C

Texture Resolution(材质解析度) :4096*4096

Quadcore-Multithreading(多核心多线程) ×

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Soft Shadow (柔化阴影) √

Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×

Direct Illumination(直接光照) √

Indirect Illumination(印射光) ×

Global Illumination(全局光) ×

Local Illumination(局部印射) √

Photon mapping(光子映射贴图) ×

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) ×

bouncing light(光子反弹) ×

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视差映射贴图) ×

Displacement map(硬件位移置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) ×

shadow map(阴影贴图) √

Instancing(点缓存系统) ×

Gizmo particle(容积粒子) ×

Volume Shader(体积Shader) ×

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) √

Character dynamics(角色动力学) √

ID Tech 4 Engine

BY ID Software

游戏:

DOOM3 350万

QUAKE4 单作低于 100万,尚未记录

ETQW 单作低于 100万,尚未记录

主要规格

API: OPENGL 2.0& Driectx 9.0C

Texture Resolution(材质解析度) :4096*4096

Quadcore-Multithreading(多核心多线程) √

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×

Direct Illumination(直接光照) √

Indirect Illumination(印射光) ×

Global Illumination(全局光) ×

Local Illumination(局部印射) ×

Photon mapping(光子映射贴图) ×

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) ×

bouncing light(光子反弹) ×

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) √

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视察映射贴图) √

Displacement map(硬件位移置换置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) ×

Volume Shader(体积Shader) ×

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) √

Hydro dynamics(流体动力学) ×

Character dynamics(角色动力学) √

IW Engine 4/3

BY Infinity Ward

游戏:

IW3:Call of Duty 4 单作低于 100万,尚未记录

IW3.5:Call of Duty WAW 单作低于 100万,尚未记录

IW4:Call of DutyModern Warfare2 美国地区17万以上

主要规格

API: Driectx 9.0C (Driectx 9.0 sm2.0 支持 3)

Texture Resolution(材质解析度) :4096*4096

Quadcore-Multithreading(多核心多线程) ×

Tesselation(曲面细分) ×

Deferred shading(延迟渲染) ×

Live Create(编辑器动态创建) ×

Ambient Occlusion (环境光遮蔽) ×

Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×

Direct Illumination(直接光照) √

Indirect Illumination(印射光) ×

Global Illumination(全局光) ×

Local Illumination(局部印射) ×

Photon mapping(光子映射贴图) ×

Raytracing(光线追踪) ×

Radiosity(实时辐射度照明) ×

bouncing light(光子反弹) ×

sub-surface scatterring(次表面散射)×

Translucency Shader(半透明印射)√

BLOOM (过饱和度) √

High dynamic range (高动态范围光照) ×

God Ray (轨迹光) ×

Normal map(法线贴图) √

parallax occlusion(视察映射贴图) ×

Displacement map(硬件位移置换置换贴图) ×

megatexture(顶点贴图) ×

Multi-sample(多重采样) √

Alpha to coverage(通道印射) √

shadow map(阴影贴图) √

Instancing(点缓存系统) √

Gizmo particle(容积粒子) ×

Volume Shader(体积Shader) ×

Vertex Animation(顶点动画) √

Bones animation(骨骼动画) √

Cloth dynamics(布料动力学) ×

Hydro dynamics(流体动力学) ×

Character dynamics(角色动力学) √

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