metro2033的4AEngine

4A Engine是一款先进的3D游戏引擎,支持dx11和PhysX技术,具备全局光照、实时反射等功能,并实现了多线程渲染以充分利用多核CPU资源。该引擎还支持3D模式,并能在不同平台上使用同一套代码。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

很高兴看到这个他们自己研发的引擎,名字叫4AEngine:

http://www.eurogamer.net/articles/metro-2033-4a-engine-impresses-blog-entry

 

最近看到的宣传点是在dx11和nv的physx上。

 

3D方面的feature:

 

  • The gamma-correct, linear colour space renderer
  • High dynamic range rendering (HDR) Using floating-point buffers, allowing for tone mapping, exposure adaption, and blue shift, for camera/eye perceptual rendering
  • Advanced deferred shading - allows hundreds of lights in frame, in huge, complex scenes
  • All lighting is fully dynamic (including sun and skies), ability to use light-shaders, with dozens of special effects
  • Umbra and penumbra - Correct soft shadows, including shadows correctly curved on bumped surface. Shadows from semi-transparent objects like particles.
  • Weather and day/night model, including light scattering model and god-rays
  • Volumetric fogging and lighting, even in animated, non-constant density media
  • Global illumination effects and real-time reflective lights
  • Parallax occlusion maps and real (geometric) displacement mapping
  • Hierarchical per-pixel occlusion culling
  • Real-time colour correction, film grain and noise, correct depth of field
  • Velocity preserving motion-blur on a scene with millions of polygons and complex shading detail (including object blur)
  • Deferred reflections - allows a lot of planar real time reflections in a single frame, like water, glass, etc.
  • Ambient occlusion calculated on both the global scale (pre-calculated) and in real-time in screen space (SSAO)
  • In addition to standard MSAA, the engine features analytical anti-aliasing (AAA) and "deferred super-sampling" modes which have much lower impact on frame-rate, while correctly ant-ialiasing all surfaces and not just edges
  • Renderer is highly multi-threaded for multiple CPU cores.
  • Plus: per-pixel lighting, bumpy reflections and refractions, animated and detail textures, shiny surfaces, cosmetic damage using albedo and bump blending, soft particles, etc.

 


 

 

deferred shading, AO基本是业界标准了,大家都用。

GI这么关键的东西就简单带过啊。。。shit!

多线程renderer很好,利用了dx11的feature,console上也可以做到。

AAA不知道什么东西,在问中!

 

还有其他一些pc方面的东西,不过基本上是基于dx11显卡(dx11显卡都太强力了,性能在console显卡n倍甚至近10倍)的能力得到的提升,大texture,更高精的filter,没看到技术上的进步。

 

http://news.mydrivers.com/1/158/158142.htm

 

里面说3平台用同一套代码,应该是没有做到极度优化的结果。

 

不过支持3D模式,这个不错哦。

 

不管怎么样,虽然一出场不是那么强力和惊艳,也是很不错啦,希望这帮哥们能够长久积累和提升这个engine,成为市面上顶级engine之一。

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值