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 ChernobylX-Ray 1.5 – S.T.A.L.K.E.R.: Clear SkyX-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... |