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 2007
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) √