NOTE: The engine here likely won't work without the custom Old World gamedata (still to be released)
For more information, see the original: https://github.com/themrdemonized/xray-monolith
- First-person body - a visible player body system (not just floating weapon viewmodel): camera-relative offset/clipping fixes, crouch-sliding, movement inertia, arm suppression while climbing, Lua-driven hide/unhide and animation playback, and reduced default head-bob for motion-sickness comfort.
- Probe-based global illumination (
r3_gi) - a light-probe ambient system (replacing the old constant ambient term) auto-placed via the sector/portal system, updated via compute-shader raycasting, and integrated with a compute-shader port of XeGTAO plus procedural sun/moon and static lighting quality tiers. - Steam Audio integration - convolution-based reverb (binaural decode, low/medium/high quality tiers gated on the old EAX path) replacing/augmenting the legacy reverb, with material-based absorption mapping.
- Weather/atmosphere - dynamic wind, rain and thunder simulation, runtime height-fog uniforms, weather-driven texture contrast.
- Post-processing - reworked DOF (focus-plane transitions), motion blur improvements, a bloom pyramid fix, instanced tree rendering ported from OGSR.
- Color grading, HDR and retro rendering - a genuine HDR10 output pipeline
(Rec.709/P3-D65/Rec.2020, ST.2084 PQ, automatic BT.2408 highlight
expansion) built around one custom tonemapper: a Hermite-spline rolloff
(linear passthrough below an auto-placed knee, smooth compression above)
blended between luminance- and maxRGB-preserving results in Oklab space.
This replaced an earlier menu of ~9 selectable operators (ACES/AgX/
Uchimura/Reinhard/etc.) outright - not a "default picked from the menu."
Runs alongside independent "retro" toggles - classic LUT-based materials
vs. GGX PBR (
r4_material_style), and R1-style baked lightmaps vs. modern probe-based GI (r4_lighting_style,r3_gi) - so content can lean as retro or as high-fidelity as it wants rather than the engine picking one look. Also unified bloom into a single multi-scale pass across SDR/HDR, replacing several separate legacy paths. SeePROJECT.mdfor the full breakdown (and its note on which shader source is actually authoritative). - Build/branding/tooling - Old World exe naming/branding, MSBuild trimmed to
DX11-first, a Discord CI notification hook, and Linux-side clangd/
compile_commands.jsontooling working toward an eventual CMake/Linux cross-compile build (seetools/README.md).
Most graphics features above are gated behind console vars (r3_gi, r2_auto_fog,
etc.) and some are still WIP/experimental - check the var's default and the
originating commit message before assuming a feature is live.