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(編輯器動態建立) √
Ambient Occlusion (環境光線遮蔽) √
Soft Shadow (柔化陰影) √
Fully-Dynamic Realtime Shadowing(全動態即時陰影) √
Direct Illumination(直接光照) √
Indirect Illumination(印射光) √
Global Illumination(全域光) √
Local Illumination(局部印射) √
Photon mapping(光子映射貼圖) √
Raytracing(光線追蹤) ×
Radiosity(即時輻射度照明) √
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 (高動態範圍光照)√
God Ray (軌跡光) √
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(多重採樣) √
Alpha to coverage(通道印射) √
shadow map(陰影貼圖) √
Instancing(點緩衝系統) √
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) √
本文來自CSDN部落格,轉載請標明出處:http://blog.csdn.net/udking/archive/2010/12/01/6048199.aspx