XenEngine
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, the 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 engine version as a base, this engine version is also a hybrid of Portal 2 and Left 4 Dead engine versions.
Contents
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 allowed the addition of some modern, difficult-to-make effects.
- Made from scratch Qt UI with the ability to be customized and add new stuff with no 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.
- DirectX 9.0c improve 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 support,
- 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
.
- Reflections from
- The entity is still available, but the shader is not ported, it shows wireframe instead of reflection.
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 Mesa2017
Black Mesa: Black Ops (earlier version)2020
Black Mesa: Azure SheepTBA
Black Mesa: Blue ShiftTBA
Black Mesa: VisionTBA
Escape The Depths
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.