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[EN] Differences from original X‐Ray
Sultan Uramaev edited this page May 16, 2024
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X-Ray | OpenXRay | |
---|---|---|
OS | Windows-only | Windows, Linux, macOS, OSL (Elbrus OS) |
Architecture | x86 (32-bit) only | x86, x64, ARM, ARM64, E2K (Elbrus 2000), PPC64LE |
Graphics API | DX9, DX10, DX11 | DX9, DX11 (and DX11 in DX10 mode), OpenGL |
Input | Keyboard and mouse only | Keyboard, mouse, work on gamepad support is in progress, you can try already |
Performance | Ok for the original games, not that bad. Not enough for mods requirements and community wishes |
Many optimizations and refactorings to speed up the game |
Multithreading | 90-95% singlethreaded | Some parts of the code were optimized and parallelized resulting in higher FPS, but still highly singlethreaded, there's a ton of work to do |
Modding | Nowadays, engine provides lesser functionality than modern modmakers need | New features for modmakers, some removed functionality was restored. We need to make a documentation, though. Help is appreciated :) |
Engine Development | C++03 Visual Studio 2005, 2008 Slow compilation times |
C++17 Visual Studio 2019, 2022 Fast compilation times (due to dedicated optimizations in code and due to much of improvements in Visual Studio, MSVC, MSBuild themselves) |
SDK | Game editor is using VCL for interface and based on really old Borland C++ Builder 6 which makes it more difficult to introduce new features that modern game engines have. | Original SDK is being reimplemented using ImGui library which unleashes developer powers! See Game Editor. |
Games | Three separate engine versions for three games in the series: X-Ray 1.0 – S.T.A.L.K.E.R.: Shadow of Chernobyl X-Ray 1.5 – S.T.A.L.K.E.R.: Clear Sky X-Ray 1.6 – S.T.A.L.K.E.R.: Call of Pripyat |
We aim to make one engine for all three games. Work is in progress... |
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