XenEngine

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XenEngine branch
In-game screenshot of Black Mesa during Xen chapter. New godrays and other post-processing effect can be seen here.
Developer(s)
Crowbar Collective
Release date(s)
May 5, 2015
Latest release(s)
Actively developed
SDK
Source SDK (bin folder)
SDK Base 2013 - SP
SDK Base 2013 - MP (Legacy, prior to 2025)

Xengine Xengine (also mentioned as SourceNEXTGEN and Black Mesa Engine) is a third-party Source Source Engine branch using licenced code, created by the Crowbar Collective for Black Mesa. It is a modified version of Source 2013 Multiplayer Source 2013 Multiplayer with additions from Team Fortress 2 Team Fortress 2 , whose development was influenced by the limitations of Source. Although initially only Cascade Shadow Mapping was planned, Crowbar Collective gained much more knowledge while working on the engine, which allowed for more experimentation and improvements, eventually leading to the introduction of Wikipedia icon deferred lighting . Besides using Team Fortress 2's engine version as a base, this engine version is also a hybrid of the Portal 2 engine branch and Left 4 Dead engine branch.

Note.pngNote:Although it uses Team Fortress 2 engine as a base, this engine does not provide VScript system, and additional features introduced in later versions of Source 2013 Multiplayer and Team Fortress 2 branch, since these features came out in the game much later than first Xengine versions were released.

Features

Removed

  • DirectX compatibility levels support lower than 9.0 (dxlevel 90)
Support for DirectX 8.1 and 8 GPUs has been dropped, and never supported anyway due to deferred lighting only support DirectX 9 and many players already have DirectX 9 capable graphics card. Early DirectX 9.0 graphics card without Shader Model 3.0 are also dropped.
The entity was removed because it renders scene twice, making it very expensive.
While MSAA technically produce sharper results than any post-processing based methods like FXAA and TAA, due to MSAA being complex to implement on deferred renderer (also includes deferred lighting), which also makes it more expensive than forward renderer, and because of Xengine implementation of deferred lighting causing MSAA to have haloing/outline effect, this anti-aliasing method was replaced with FXAA.
Note.pngNote:mat_antialias console variable still exists, however, it doesn't take any values except 0.
The entity is still available, but the shader is not ported, it shows wireframe instead of reflection.
The shader is not ported. All the features is available in LightmappedGeneric.

System Requirements

Windows Windows
Minimum Recommended
Operating system (OS) 10
Processor (CPU) 2.6GHz Dual Core Processor or Greater 3.2GHz Quad Core Processor or Greater
System memory (RAM) 6 GB RAM 8 GB
Hard disk drive (HDD/SSD) 30 GB
Video card (GPU) DirectX 9.0 Shader Model 3 capable
2 GB VRAM
DirectX 9.0 Shader Model 3 capable
4 GB VRAM or greater
Linux Linux
Minimum Recommended
Operating system (OS) Ubuntu 14.0+ or other Linux distros
Processor (CPU) 2.6GHz Dual Core Processor or Greater 3.2GHz Quad Core Processor or Greater
System memory (RAM) 4 GB RAM 6 GB
Hard disk drive (HDD/SSD) 30 GB
Video card (GPU) Vulkan 1.3 capable
2 GB VRAM
Vulkan 1.3 capable
3 GB VRAM or greater
Other NVIDIA - Does not support the Wikipedia icon Nouveau display driver NVIDIA - Does not support the Wikipedia icon Nouveau display driver

Media

Availability and usage

Tip.pngTip:The authoring tools for this branch have been released and are available directly from 🖿Black Mesa\bin\.
Note.pngNote:There is no source code for this branch. However, you still can heavily modify the Qt UI via Wikipedia icon QML programming language.
Note.pngNote:All the shaders (including new lighting, etc) are stored in 🖿Black Mesa\hl2\hl2_misc_dir.vpk.

See also

External links

Retrieved from "https://developer.valvesoftware.com/w/index.php?title=XenEngine&oldid=491225"