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[EN] Differences from original X‐Ray

Sultan Uramaev edited this page May 16, 2024 · 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), PPC64LE
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 2019, 2022
Fast compilation times (due to dedicated optimizations in code and due to much of improvements in Visual Studio, MSVC, MSBuild themselves)
SDK Game editor is using VCL for interface and based on really old Borland C++ Builder 6 which makes it more difficult to introduce new features that modern game engines have. Original SDK is being reimplemented using ImGui library which unleashes developer powers!
See Game Editor.
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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