各种引擎规格介绍(ZT)
时间:2010-10-31 来源:BjarneS
Cryengine 3 主要规格
API: Driectx 11.0
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) √
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)√
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) √
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 主要规格
API: Driectx 11.0
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) √
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)√
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) √
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 主要规格
API: Driect3D 11.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Cryengine 2 主要规格
API: Driectx 10.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Chrome 4 主要规格
API: Driect3D 10.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Id tech 5 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) ×
Character dynamics(角色动力学) √
主流级:
Source 2007 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Unreal Engine 3 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Id tech 4 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) ×
Character dynamics(角色动力学) √
API: Driectx 11.0
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) √
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)√
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) √
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 主要规格
API: Driectx 11.0
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) √
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)√
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) √
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 主要规格
API: Driect3D 11.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Cryengine 2 主要规格
API: Driectx 10.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Chrome 4 主要规格
API: Driect3D 10.0
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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Id tech 5 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) ×
Character dynamics(角色动力学) √
主流级:
Source 2007 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Unreal Engine 3 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) ×
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)√
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) √
Cloth dynamics(布料动力学) √
Hydro dynamics(流体动力学) √
Character dynamics(角色动力学) √
Id tech 4 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) ×
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)√
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) √
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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