XenEngine: Difference between revisions
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{{Xe|4}} (also known as {{xe|1|nt=1}}) is a third-party {{Source|4|nt=1}} branch using licenced code. It is a modified version of the {{src13mp|4}} engine branch with {{tf2|4}} additions, whose development was influenced by the limitations of the {{src|1|nt=1}}. Although initially only [[CSM|Cascade Shadow Mapping]] was planned, | {{Xe|4}} (also known as {{xe|1|nt=1}}) is a third-party {{Source|4|nt=1}} branch using licenced code. It is a modified version of the {{src13mp|4}} engine branch with {{tf2|4}} additions, whose development was influenced by the limitations of the {{src|1|nt=1}}. Although initially only [[CSM|Cascade Shadow Mapping]] was planned, Crowbar Collective gained much more knowledge while working on the engine, which allowed for more experimentation and improvements, eventually leading to the introduction of a completely new lighting system, and {{wiki|deferred lighting|icon=hide}}. Besides using {{tf2|3.1}}'s engine version as a base, this engine version is also a hybrid of {{portal2|4}}'s and {{l4d|4}}'s engine versions. | ||
== Features == | == Features == | ||
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** Entity and Displacement Limit upgraded from 4k to 8k. | ** Entity and Displacement Limit upgraded from 4k to 8k. | ||
** Backported a lot of optimizations and some entities from {{l4d|4}} and {{portal2|4}} that {{tf2|4}} doesn't have. | ** Backported a lot of optimizations and some entities from {{l4d|4}} and {{portal2|4}} that {{tf2|4}} doesn't have. | ||
** Improved AI, whose behavior depends on the current difficulty level (some [[NPC | ** Improved AI, whose behavior depends on the current difficulty level (some [[NPC]]s also support Main and Assault Behavior Trees from the {{Code|ai}} folder). | ||
** Temp lights were swapped with new deferred lights. | ** Temp lights were swapped with new deferred lights. | ||
** [ | ** [[wikipedia:Deferred shading|Gbuffer]] that allows the addition of some modern, difficult-to-make effects. | ||
** Made from scratch [[Qt]] UI with the ability to be customized and add new stuff | ** Made from scratch [[Qt]] UI with the ability to be customized and add new stuff without limitations ([[VGUI]] can be reenabled with <code>-oldgameui</code> launch parameter). | ||
** Using {{w|Fast_approximate_anti-aliasing|'''F'''ast '''A'''pproximate '''A'''nti-'''A'''liasing}} (FXAA for short) instead of {{w|Multisample_anti-aliasing|'''M'''ulti'''S'''ample '''A'''nti-'''A'''liasing}} (MSAA) for [[anti-aliasing]], which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA). | ** Using {{w|Fast_approximate_anti-aliasing|'''F'''ast '''A'''pproximate '''A'''nti-'''A'''liasing}} (FXAA for short) instead of {{w|Multisample_anti-aliasing|'''M'''ulti'''S'''ample '''A'''nti-'''A'''liasing}} (MSAA) for [[anti-aliasing]], which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA). | ||
** New and extended Post Processor. | ** New and extended Post Processor. | ||
** Native {{linux|4}} support. | ** Native {{linux|4}} support. | ||
** DirectX 9.0c | ** Improved DirectX 9.0c shaders | ||
<!-- **[[Vulkan]] graphics API {{hl2|also|addtext={{portal}}{{rr}}{{l4d2}}{{portal2}}{{csgo}}}} A successor to OpenGL. --> | <!-- **[[Vulkan]] graphics API {{hl2|also|addtext={{portal}}{{rr}}{{l4d2}}{{portal2}}{{csgo}}}} A successor to OpenGL. --> | ||
** Enhanced multiplayer with fixes for the client and server. | ** Enhanced multiplayer with fixes for the client and server. | ||
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** [[newxog_global|Screenspace Fog ("Xog")]], that can be applied globally or locally using cuboid/ellipsoid volumes. | ** [[newxog_global|Screenspace Fog ("Xog")]], that can be applied globally or locally using cuboid/ellipsoid volumes. | ||
** Soft particles. | ** Soft particles. | ||
** [[ | ** [[Water (shader)#Flowing water|Flowing water]]. | ||
**[[$treeSway|Swaying trees]] {{also|{{tf2}}{{gmod}}{{mapbase}}{{l4d}}}} | **[[$treeSway|Swaying trees]] {{also|{{tf2}}{{gmod}}{{mapbase}}{{l4d}}}} | ||
** Cinematic [[env_lensflare|lens flares]]. | ** Cinematic [[env_lensflare|lens flares]]. | ||
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== System Requirements == | == System Requirements == | ||
<p style="color:white; font-weight:bold">Windows Minimum Specs :</p> | <p style="color:white; font-weight:bold">Windows Minimum Specs :</p> | ||
*OS: Windows [[WP:Windows 10|10]] or later | *OS: Windows [[WP:Windows 10|10]] or later | ||
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|[[File:GodraysInWater 1.jpg|500px|center]] | |[[File:GodraysInWater 1.jpg|500px|center]] | ||
|[[File:Asheep - Screenshot 7.jpg|500px|center]] | |[[File:Asheep - Screenshot 7.jpg|500px|center]] | ||
|[[File:BMS - | |[[File:BMS - Screenshot 3.jpg|500px|center]] | ||
|[[File:BMBO - Screenshot 2.jpg|500px|center]] | |[[File:BMBO - Screenshot 2.jpg|500px|center]] | ||
|[[File:BMS - | |[[File:BMS - Screenshot 10.jpg|500px|center]] | ||
|} | |} | ||
</div> | </div> |
Revision as of 01:27, 18 September 2024
Xengine (also known as XenEngine) is a third-party
Source Engine branch using licenced code. It is a modified version of the
Source 2013 Multiplayer engine branch with
Team Fortress 2 additions, whose development was influenced by the limitations of the Source Engine. Although initially only Cascade Shadow Mapping was planned, Crowbar Collective gained much more knowledge while working on the engine, which allowed for more experimentation and improvements, eventually leading to the introduction of a completely new lighting system, and
deferred lighting. Besides using Team Fortress 2's engine version as a base, this engine version is also a hybrid of
Portal 2's and
Left 4 Dead's engine versions.
Features
- Engine
- Entity and Displacement Limit upgraded from 4k to 8k.
- Backported a lot of optimizations and some entities from
Left 4 Dead and
Portal 2 that
Team Fortress 2 doesn't have.
- Improved AI, whose behavior depends on the current difficulty level (some NPCs also support Main and Assault Behavior Trees from the ai folder).
- Temp lights were swapped with new deferred lights.
- Gbuffer that allows the addition of some modern, difficult-to-make effects.
- Made from scratch Qt UI with the ability to be customized and add new stuff without limitations (VGUI can be reenabled with
-oldgameui
launch parameter). - Using
Fast Approximate Anti-Aliasing (FXAA for short) instead of
MultiSample Anti-Aliasing (MSAA) for anti-aliasing, which reduces performance and does not work correctly on Xengine's deferred lighting (unlike FXAA).
- New and extended Post Processor.
- Native
Linux support.
- Improved DirectX 9.0c shaders
- Enhanced multiplayer with fixes for the client and server.
- Dynamic music system.
- Shader Model 3.
- Visuals
- 4Way blends with support for 4 bumpmaps and tri-planar mapping, enabling all the options from other material shaders.
- Cascaded Shadow Mapping with PCF-based soft shadows and viewmodel self-shadowing.
- Parallax Occlusion Mapping.
- Procedural Moss.
- Deferred lighting.
- Dynamic lighting system with PBR-based lighting and speculars.
- Light cookies for both new point light and new spot light, the last can be animated.
- Support for up to 2K dynamic lights per scene and all rendering features on secondary render targets (reflection/refraction, monitors, TV screens, etc.)
- Upgraded flashlight using the new deferred lighting system.
- Godrays with disk for both the sun and local lights (which also support the "Fancy" godrays type).
- Screenspace Fog ("Xog"), that can be applied globally or locally using cuboid/ellipsoid volumes.
- Soft particles.
- Flowing water.
- Swaying trees (also in
)
- Cinematic lens flares.
- Upgraded tonemapping with bloom which uses a modified version of the Reinhard filter.
- Optimized shaders for faster compilation and better runtime performance.
- Tools
- In-game new lights and xog editors.
- Multiple VRAD upgrades, such as support for Alpha-Tested textures, 4-way blends, baked Ambient Occlusion, Real Sky Ambient Light, and more.
- 64-bit shader compiler.
Removed
- DirectX compatibility levels support, mat_dxlevel-related commands.
- DirectX compatibility levels (and support for GPUs made for DirectX 9.0) and , including all dxlevel
- OpenGL which is another graphics API used in Source games on macOS and Linux.
- Projected textures.
- The entity was removed because it renders scene twice, making it very expensive.
- Reflections from func_reflective_glass.
- The entity is still available, but the shader is not ported, it shows wireframe instead of reflection.
- The shader is not ported. All the features is available in LightmappedGeneric.
System Requirements
Windows Minimum Specs :
- OS: Windows 10 or later
- CPU SPEED: 2.6 Dual Core Processor or Greater.
- RAM: 6 GB.
- VIDEO CARD: 2 GB Dedicated Video Card or Greater.
- Direct3D 9.0c compatible video card
Windows Recommended Specs :
- OS: Windows 10 or later
- CPU SPEED: 3.2 Quad Core Processor or Greater.
- RAM: 8 GB.
- VIDEO CARD: 4 GB Dedicated Video Card or Greater.
- Direct3D 9.0c compatible video card
Linux Minimum Specs:
- OS: Ubuntu 14.0
- CPU SPEED: 2.6 Dual Core Processor or Greater.
- RAM: 4 GB.
- VIDEO CARD: 2 GB Dedicated Video Card or Greater
- Vulkan 1.3 compatible video card

Linux Recommended Specs:
- OS: Ubuntu 14.0
- CPU SPEED: 3.2 Quad Core Processor or Greater.
- RAM: 6 GB.
- VIDEO CARD: 3 GB Dedicated Video Card or Greater
- Vulkan 1.3 compatible video card

Media
Availability


Black Mesa\bin\
.

- 2020
Black Mesa
- 2017
Black Mesa: Black Ops (earlier version)
- 2020
Black Mesa: Azure Sheep
- TBA
Black Mesa: Blue Shift
- TBA
Black Mesa: Vision
- TBA
Escape The Depths
- 2017
See also
External links
- Chetan Jag's Blog about XenEngine
- Modules QML - half of the documentation for Qt UI. You'll need it if you want to edit Qt UI for your
Black Mesa mods.