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[EN] Differences from original X‐Ray

Xottab_DUTY edited this page May 2, 2023 · 7 revisions

Differences from original X-Ray

X-Ray OpenXRay
OS Windows-only Windows, Linux, macOS, OSL (Elbrus OS)
Architecture x86 (32-bit) only x86, x64, ARM, ARM64, E2K (Elbrus 2000)
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 2017, 2019, 2022
Fast compilation times (due to dedicated optimizations in code and due to much of improvements in Visual Studio, MSVC, MSBuild themselves)
SDK Borland C++ Builder 6 (for game SDK) SDK code was removed, but there are other community projects that have updated it to modern Embarcadero C++ Builder or rewritten it to ImGUI or Windows Forms, WPF
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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