API: Driectx 11.0 & 10 Driectx 9.0C
Texture Resolution(材質解析度) :16384*16384
Quadcore-Multithreading(多核心多線程) √
Tesselation(曲面細分) √
Deferred shading(延遲渲染) √
Live Create(編輯器動态建立) √
Ambient Occlusion (環境光遮蔽) √
Soft Shadow (柔化陰影) √
Fully-Dynamic Realtime Shadowing(全動态實時陰影) √
Direct Illumination(直接光照) √
Indirect Illumination(印射光) √
Global Illumination(全局光) √
Local Illumination(局部印射) √
Photon mapping(光子映射貼圖) √
Raytracing(光線追蹤) ×
Radiosity(實時輻射度照明) √
bouncing light(光子反彈) √
sub-surface scatterring(次表面散射)√
Translucency Shader(半透明印射)√
BLOOM (過飽和度) √
High dynamic range (高動态範圍光照)√
God Ray (軌迹光) √
Normal map(法線貼圖) √
parallax occlusion(視差映射貼圖) √
Displacement map(硬體位移置換貼圖) ×
megatexture(頂點貼圖) ×
Multi-sample(多重采樣) √
Alpha to coverage(通道印射) √
shadow map(陰影貼圖) √
Instancing(點緩存系統) √
Gizmo particle(容積粒子) √
Volume Shader(體積Shader) √
Vertex Animation(頂點動畫) √
Bones animation(骨骼動畫) √
Cloth dynamics(布料動力學) √
Hydro dynamics(流體動力學) √
Character dynamics(角色動力學) √
國際上衡量引擎的主要名額和參數(都是最基本的核心技術):
Direct Illumination(直接光照)
Indirect Illumination(印射光)
Global Illumination(全局光照)
Local Illumination(局部印射)
Photonmap(光子貼圖)
Raytracing(光線追蹤)
Radiosity(光能傳遞)
bouncing light(光子反彈)
sub-surface scatterring(3S材質)
TRANSLUCENCY SHADER(半透明印射)
Normal map(法線貼圖)
parallax occlusion(位移貼圖)
Displacement map(置換貼圖)
megatexture(頂點貼圖)
Multi-sample(多重采樣)
Alpha to coverage(通道印射)
shadow map(陰影貼圖)
Instancing(點緩存系統)
Gizmo particle(容積粒子)
Volume Shader(體積Shader)
Vertex Animation(次級動畫)
Cloth dynamics(布料動力學)
Hydro dynamics(流體動力學)
Character dynamics(角色動力學)
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Depth of Field with Bokeh景深 景散
Per Pixel Lens flare
實時局部反射 - Screen space reflection 螢幕空間反射SSR
RSM(Reflective Shadow Maps) Crytek的Cascaded Light Propagation Volumes, Unreal的Sparse Voxel Octree Global Illumination