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) √
国际上衡量引擎的主要指标和参数(都是最基本的核心技术):
Direct Illumination(直接光照)
Indirect Illumination(印射光)
Global Illumination(全局光照)
Local Illumination(局部印射)
Photonmap(光子贴图)
Raytracing(光线追踪)
Radiosity(光能传递)
bouncing light(光子反弹)
sub-surface scatterring(3S材质)
TRANSLUCENCY SHADER(半透明印射)
Normal map(法线贴图)
parallax occlusion(位移贴图)
Displacement map(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(次级动画)
Cloth dynamics(布料动力学)
Hydro dynamics(流体动力学)
Character dynamics(角色动力学)
/
Depth of Field with Bokeh景深 景散
Per Pixel Lens flare
实时局部反射 - Screen space reflection 屏幕空间反射SSR
RSM(Reflective Shadow Maps) Crytek的Cascaded Light Propagation Volumes, Unreal的Sparse Voxel Octree Global Illumination