Cryengine 3 主要规格 API: Driectx 11.0Texture Resolution(材质解析度) :16384*16384Quadcore-Multithreading(多核心多线程) √Tesselation(曲面细分) √Deferred shading(延迟渲染) √Live Create(编辑器动态创建) √Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √ Local Illumination(局部印射) √Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) √bouncing light(光子反弹) √sub-surface scatterring(次表面散射)√Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) √Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Frostbite Engine 2.0 主要规格API: Driectx 11.0Texture Resolution(材质解析度) :16384*16384Quadcore-Multithreading(多核心多线程) √Tesselation(曲面细分) √Deferred shading(延迟渲染) √Live Create(编辑器动态创建) √Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √Local Illumination(局部印射) √Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) √bouncing light(光子反弹) √sub-surface scatterring(次表面散射)√Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) √Displacement map(硬件位移置换贴图) √megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √X-Ray Engine 1.6 主要规格 API: Driect3D 11.0Texture Resolution(材质解析度) :16384*16384Quadcore-Multithreading(多核心多线程) √Tesselation(曲面细分) √Deferred shading(延迟渲染) √Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √ Local Illumination(局部印射) √Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) √bouncing light(光子反弹) √sub-surface scatterring(次表面散射)×Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) √Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Cryengine 2 主要规格 API: Driectx 10.0Texture Resolution(材质解析度) :8192*8192Quadcore-Multithreading(多核心多线程) ×Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √ Local Illumination(局部印射) √Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) √bouncing light(光子反弹) √sub-surface scatterring(次表面散射)√Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) √Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Chrome 4 主要规格API: Driect3D 10.0Texture Resolution(材质解析度) :8192*8192Quadcore-Multithreading(多核心多线程) √Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √ Local Illumination(局部印射) √Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) √bouncing light(光子反弹) √sub-surface scatterring(次表面散射)√Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) √Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Id tech 5 主要规格 API: OPENVL 3.0 & Driectx 9.0CTexture Resolution(材质解析度) :8192*8192Quadcore-Multithreading(多核心多线程) √Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) √Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) √ Local Illumination(局部印射) √Photon mapping(光子映射贴图) ×Raytracing(光线追踪) √Radiosity(实时辐射度照明) ×bouncing light(光子反弹) √sub-surface scatterring(次表面散射)×Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视察映射贴图) √Displacement map(硬件位移置换贴图) √megatexture(顶点贴图) √Multi-sample(多重采样) √Alpha to coverage(通道印射) ×shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) √Volume Shader(体积Shader) √Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) ×Character dynamics(角色动力学) √主流级:Source 2007 主要规格 API: Driectx 9.0CTexture Resolution(材质解析度) :4096*4096Quadcore-Multithreading(多核心多线程) ×Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×Direct Illumination(直接光照) √Indirect Illumination(印射光) √Global Illumination(全局光) × Local Illumination(局部印射) ×Photon mapping(光子映射贴图) √Raytracing(光线追踪) ×Radiosity(实时辐射度照明) ×bouncing light(光子反弹) ×sub-surface scatterring(次表面散射)×Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视察映射贴图) √Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) ×shadow map(阴影贴图) √Instancing(点缓存系统) ×Gizmo particle(容积粒子) √Volume Shader(体积Shader) ×Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Unreal Engine 3 主要规格 API: Driectx 9.0C Texture Resolution(材质解析度) :4096*4096Quadcore-Multithreading(多核心多线程) ×Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×Direct Illumination(直接光照) √Indirect Illumination(印射光) ×Global Illumination(全局光) ×Local Illumination(局部印射) √Photon mapping(光子映射贴图) ×Raytracing(光线追踪) ×Radiosity(实时辐射度照明) ×bouncing light(光子反弹) ×sub-surface scatterring(次表面散射)×Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视差映射贴图) ×Displacement map(硬件位移置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) ×shadow map(阴影贴图) √Instancing(点缓存系统) ×Gizmo particle(容积粒子) ×Volume Shader(体积Shader) ×Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) √Character dynamics(角色动力学) √Id tech 4 主要规格 API: OPENGL 2.0& Driectx 9.0CTexture Resolution(材质解析度) :4096*4096Quadcore-Multithreading(多核心多线程) ×Tesselation(曲面细分) ×Deferred shading(延迟渲染) ×Live Create(编辑器动态创建) ×Fully-Dynamic Realtime Shadowing(全动态实时阴影) ×Direct Illumination(直接光照) √Indirect Illumination(印射光) ×Global Illumination(全局光) × Local Illumination(局部印射) ×Photon mapping(光子映射贴图) ×Raytracing(光线追踪) ×Radiosity(实时辐射度照明) ×bouncing light(光子反弹) ×sub-surface scatterring(次表面散射)×Translucency Shader(半透明印射)√Normal map(法线贴图) √parallax occlusion(视察映射贴图) √Displacement map(硬件位移置换置换贴图) ×megatexture(顶点贴图) ×Multi-sample(多重采样) √Alpha to coverage(通道印射) √shadow map(阴影贴图) √Instancing(点缓存系统) √Gizmo particle(容积粒子) ×Volume Shader(体积Shader) ×Vertex Animation(顶点动画) √Cloth dynamics(布料动力学) √Hydro dynamics(流体动力学) ×Character dynamics(角色动力学) √
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