To that, the 2.0 release adds the option to organise scenes into hierarchies, with the options to load child scenes dynamically for background scene loading. New in 2.0: scene streaming, baked global illumination, support for C# 7.0 Xenko can currently deploy to Windows and Xbox One, and to iOS, Android and Linux via Xamarin. Silicon Studio is also pitching the engine as VR-ready: VR projects can be previewed directly in the editor, as in Unity and Unreal Engine, and the firm claims that the engine itself is optimised for VR performance.Īt the minute, only Oculus Rift and HTC Vive headsets and controllers are supported natively, but Silicon Studio says that it plans to add support for other devices. ![]() However, there are some notable missing features, like LODs and lightmaps, which you can see on the online roadmap. The rendering toolset looks strong – perhaps not surprising, given Silicon Studio’s own background in rendering middleware – with support for forward+ rendering, and a range of post effects. In development since 2014, Xenko has the key features you would expect in a modern 3D game engine, including a full asset pipeline, PBR materials, particles, scripting and a prefab system. The release is the first commercial version of Xenko, which has been available open-source while the software has been in development, but both engine and editor remain free for individuals and small studios.Ī ‘VR-ready’ game engine capable of deploying to PC, mobile and Xbox One Silicon Studio has released Xenko 2.0, the new version of its game engine and development environment, adding scene streaming, global illumination with light probes, and support for Visual Studio 2017 and C# 7.0. ![]() Posted by Jim Thacker Silicon Studio ships Xenko 2.0
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