Estava hoje navegando pela rede guando me deu vontade de entrar no site oficial do jogo e vi este site
http://stalker.myexp.de/en/index.php?site=xray.php.
Entrei nele e vi varias novidades do jogo quando me deparei com isto leia com atenção!
(#) = definition (see below!)
X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® (1) 8 or higher compatible accelerator. ( )
General:
? Levels combining closed spaces as well as enormous open areas
? On demand loading makes it possible to create a single huge level
? Game time flow, change of time of the day
? Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
? VR-Simulation engine optimized for massive load
Graphics:
? Support for all second generation D3D (2) compatible accelerators (TNT/Voodo2/etc), optimized for Geforce2 and up ( )
? Visualization optimized for hardware TnL (both FF and shading capable parts)
? Continuous level of detail technology for all the geometry
? ~300 000 polygons (3) per frame at 60 fps (4) on average hardware
? Detailed character models (500-10 000 polys)
? High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations
? SSE (5)/3Dnow! (6) Technologies used for skinning and forward kinematics
? Visibility determination
? Portal-style, non-linear subdivision based visibility detection system
? Optimized for T&L (7) hardware by batching primitives in optimally sized groups
? Dynamic occlusion culling, contribution culling
? Adaptive hardware state caching technology
? Lighting
? Colored dynamic lights and dynamic "soft" shadows
? Breakable light sources
? Animated lights
? Character shadowing
? Intelligent light source selection, clipping, and merging
? Detail mapping
? Water, flares, coronas, etc.
? Particle system with real physics
? Screen post-processing
? Shading
? The Shader library is central to every part of the rendering (8) pipeline
? Completely abstracts the graphics API (9).
? Multi-pass Rendering
? Fallback Shaders
? Facilitates cross-platform development
? Separates shader writing from engine development
? Pixel (10) and Vertex (11) shaders are automatically used (on shader capable hardware.)
Detail objects:
? Grass, small stones, etc.
? Enviromental effects, such as wind, turbulence, and tracks
Physics:
? Based on ODE engine (12)
? Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
? Real-time IK, vehicle physics, etc.
? Collision database with low memory usage
? Collision detection optimized for a large number of queries in a high concentration polygonal environment
? Realistic simulation of ballistics, movement, and fluids
Audio:
? High quality HRTF 3D-sound with clipping and partial wave tracing
? Location-based environmental audio affected by surrounding obstructions
? Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
Network:
? Distributed computing
? Client-Server based system
Tools
? In-house tools (Level, Shader, Particle, and Actor Editors)
? Plug-ins for popular modeling packages
AI:
? Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
? Fiber based time distribution allows scalable AI without any slowdown
? Virtual senses; sight, hearing and touch
? Terrain-aware tactical assessment system
? FSM with random factor
? Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
(1) DirectX®
A hardware abstraction layer API from Microsoft that is integral to the Windows® operating system. The DirectX standard includes Direct3D, DirectSound, DirectDraw, DirectVideo, DirectPlay, and DirectInput. Microsoft continues to revise DirectX to make it the industry standard consumer graphics API.
(2) Direct 3D® (D3D)
The 3D graphics portion of the Microsoft® DirectX® API. Many application and game developers use this API to write their software. The developers of the software (usually a game) write instructions to the Direct3D and the graphics driver (a piece of software) translates them to the GPU so they can be rendered on your monitor. Microsoft continues to revise Direct3D to make it an industry leading API.
(3) Polygon
The building blocks of all 3D objects (usually triangles or rectangles) used to form the surfaces and skeletons of 3D objects.
(4) Frames Per Second (FPS)
The rate at which the graphics processor renders new frames, or full screens of pixels. Benchmarks and games use this metric as a measurement of a GPU's performance. A faster GPU will render more frames per second, making the application more fluid and responsive to user input.
(5) SSE/SSE3
Intel® Streaming SIMD Extensions (SSE) and SSE2 are sets of instructions for accelerating multimedia applications. SSE is found on Intel Pentium® III processors; SSE2 is Intel's new instruction set supported on Intel Pentium® 4 processors. Some of the benefits of SSE/SSE2 include rendering higher quality images, high quality audio, MPEG2 video, and simultaneous MPEG2 encoding and decoding, and reduced CPU utilization for speech recognition.
(6) 3DNow!
The marketing name for a collection of multimedia processing enhancements in microprocessors from Advanced Micro Devices (AMD).
(7) Transform & Lighting (T&L)
Two separate engines on the GPU that provide for a powerful, balanced PC platform and enable extremely high polygon count scenes. Transform performance determines how complex objects can be and how many can appear in a scene without sacrificing frame rate. Lighting techniques add to a scene's realism by changing the appearance of objects based on light sources.
(8) Rendering
The process of taking information from a 3D application and displaying it as a final image.
(9) Application Programming Interface (API)
A standardized programming interface that enables developers to write their applications to a standard and without specific knowledge of hardware implementations. The benefit is that a single application can run on a wide range of hardware platforms instead of needing to be rewritten for each of those hardware platforms. The software driver for the hardware intercepts the API instructions and translates them into specific instructions tailored to specific hardware. APIs such as DirectX and OpenGL can also emulate hardware functions in software to ensure that the application will run even if the hardware platform is missing a desired feature.
(10) Pixel Shaders
Pixel Shaders alter lighting and surface effects that replace artificial, computerized looks with materials and surfaces that mimic reality.
(11) Vertex Shaders
Vertex Shaders are used to breathe life and personality into characters and environments. For example, through vertex shading developers can create true-to-life dimples or wrinkles that appear when a character smiles.
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