Xenko 2.1 Released

author
Silicon Studio Corporation

Learn about Stride version 2.1.0, a significant update packed with new features, enhancements, and bug fixes aimed at streamlining game development and improving user experience.

Xenko 2.1 is out now! Thanks, as ever, to all our users for your feedback.

For the full list of changes, see the release notes.

Summary ๐Ÿ”—

Local reflections ๐Ÿ”—

Xenko 2.1 introduces local reflections. We wrote about this feature back in March; it's been through several revisions since then.

Local reflections

You can enable and customize local reflections in the graphics compositor on the post effects properties.

Enable local reflections

For details, see the local reflections documentation.

Clear coat shading ๐Ÿ”—

Xenko 2.1 includes a clear-coat material template that uses physically-based rendering to simulate vehicle paint.

Clear coat

Clear-coat shading has several advantages over creating the effect manually with material layers:

  • layers are blended based on distance
  • increased performance
  • improved visualization

You can add a predefined clear coat material from the Asset view under Add asset > Material.

Add clear coat

For details, see the clear coat shading documentation.

Thin glass materials ๐Ÿ”—

You can now render thin glass materials such as windshields. The diffuse color controls the tint of the glass and how much light is blocked (darker colors block more light).

Thin Glass materials

You can add a predefined Glass material from the Asset view under Add asset > Material.

Select thin glass material

Improved light shafts ๐Ÿ”—

You can now use light shafts with any kind of light that casts shadows (ie point lights, directional lights, or spot lights). You can also use them with multiple shadow cascades.

Additionally, Game Studio now displays light shaft bounding volumes in the scene editor, so you can easily see the areas where light shafts are created. To show or hide navigation light shaft bounding volumes, in the scene editor toolbar, open the gizmo options menu and use the Light shaft bounding volumes checkbox.

Show light shaft bounding volumes

The LightShaftComponent settings have been simplified and now have settings to control quality and performance.

For details, see the light shaft documentation.

Texture streaming ๐Ÿ”—

Xenko now supports streaming for textures. This significantly decreases the time it takes to load a game or scene, uses less memory, and makes your game easier to scale.

Streaming is enabled for textures by default. You can find the option in the texture properties under Format.

Enable streaming

You can also set the global Streaming settings in Game settings.

Streaming settings

For details, see streaming documentation.

Render masks ๐Ÿ”—

You can now set which render groups a camera renders under Graphics Compositor > Entry points > Render masks. For example, you can have a model be visible to Camera A but invisible to Camera B.

Render mask

For details, see the Render groups and masks documentation.

Improved profiler ๐Ÿ”—

The Game Profiler script now displays more information and is easier to use.

Profiler at runtime

You can now:

  • profile GPU information
  • switch between CPU, GPU, and FPS-only results with F1
  • sort the result pages by Name or Time with F2
  • change how frequently the profiler gets and displays new results with - / +
  • jump to a results page with the number keys, or move forward and backwards with F3 and F4
  • set parameters in Game Studio:
Profiler properties

For details, see the Profiling documentation.

Debug text ๐Ÿ”—

You can now display debug text at runtime. For more information, see the debug text documentation.

Debug text

Rewritten input system ๐Ÿ”—

The input system has been rewritten to track different input devices and allow for better extensibility.

  • Allows detection of added/removed devices through events on the InputManager
  • New device interfaces such as IMouseDevice, IKeyboardDevice, IGameController
  • High-level IGamePadDevice replaces the gamepad functionality, with support for XInput
  • Lower-level IGameControllerDevice allows access to numbered buttons/axes
  • Automatic detection of plugged-in/removed controllers
  • Support for different keyboard layouts and IME for text input
  • Access to resolution and absolute coordinates for mouse/pointer devices
  • KeyEvent now has a RepeatCount member, indicating how many times the key has been repeated while being held down

For details, see the Input documentation.

Improved Direct3D 12 support ๐Ÿ”—

To support graphics functionalities on every platform, we've implemented missing features for the DirectX 12 rendering backend:

  • compute and tessellation shaders
  • unordered access views for textures and buffers
  • structured buffers

Improved environment fresnel ๐Ÿ”—

Fresnel describes how light is reflected depending on the angle the material is viewed from. Typically, high angles are more reflective.

Previously, Xenko used an imprecise polynomial approximation to compute the fresnel for environment lighting (such as cubemaps), resulting in a bigger-than-expected white outline. Xenko now defaults to a precomputed BRDF environment lookup texture that matches our default lighting equations (GGX Schlick). This produces much more accurate rendering.

Japanese documentation ๐Ÿ”—

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The Xenko documentation is now available in Japanese. To switch languages, use the Language button in the top-right of the documentation site.

Switch language

Release

Any comments? You can start ๐Ÿ—จ at GitHub Discussions or Discord.

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