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X-Ray Engine: the "anomalous" technology that gave us S.T.A.L.K.E.R.

Published by Maksym Koliada

Game engines are the true architects of virtual worlds. We have already mentioned how Quake Engine made 3D graphics a cult revolution, as Unreal Engine 1 opened the door to “unreal” worlds, and CryEngine made gamers simultaneously admire the tropical paradise and curse their PCs. We also analyzed graphics “under the microscope” — from testing grounds to procedural generation. But among all these world legends, there is also our Ukrainian pride — the X-Ray Engine, the engine of the S.T.A.L.K.E.R. series, which tried to make the “exclusion zone” a living organism. It’s time to figure out which ambitions were realized and which remained just a beautiful dream.

History and birth of the X-Ray Engine

X-Ray Engine appeared at the dawn of the 21st century, when most game engines were still limited to simple 3D models and static physics. The GSC Game World team, led by Sergey Grigorievich, decided to do something more: not just a graphics engine, but a real framework for a living, breathing world. At first, it was an internal experiment, but the ambitions of the developers quickly turned it into the main technological basis for the future S.T.A.L.K.E.R. series.

An important role in the creation of the engine was played by chief programmer Oleksandr Maksymchuk, who was responsible for the fundamental rendering and optimization systems. The team also included Alexander Bakhov, who worked on graphics modules, and Andrey Leshchenko, who was involved in physics and artificial intelligence of NPCs. Thanks to these people, X-Ray Engine gained a reputation as one of the most innovative engines in Eastern Europe at the time.

“It was not a collective, but a team. It was a family. No one liked weekends because you didn’t create at that time. And on Monday, you could create, they were waiting for it,” quote by Andriy Prokhorov, former 3D graphics artist at GSC Game World.

In its early days, the X-Ray Engine supported both DirectX and OpenGL, allowing for experimentation with rendering, shadows, and lighting. Compared to the Quake Engine, which revolutionized 3D gaming in 1996, X-Ray offered more complex physics, advanced weather effects, and more lively interactivity. Here, the player didn’t just walk through the world — he interacted with it in all its details.

The artificial intelligence system was both a headache and a source of pride for the team. The NPCs were trying not to be “cardboard targets”»: they patrolled the areas, reacted to noise and light, and changed their behavior depending on the situation. The monsters of the Zone also had their own daily routine. This approach was laid down by GSC engineers, including Maksymchuk and Leshchenko.

Dynamic lighting and global shadows have become another hallmark of the X-Ray Engine. Every object — from the ruins of Pripyat to the leaning trees in the Zone — interacted with light in real time. It was thanks to this that the players had a sense of a “living” environment, which was rarely seen even in top Western projects at the time.

The X-Ray Engine also experimented with weather systems: fog, rain, day and night cycles, as well as the famous “emissions” that have become a signature element of S.T.A.L.K.E.R. These effects were programmed in separate modules and worked in sync with rendering and physics. Although not without problems.

An important feature of the engine was its modularity. Thanks to this, developers could quickly change physics, AI, or the lighting system without completely rewriting the code. This architecture made X-Ray especially attractive to modders, who later created hundreds of their own maps, storylines, and even global conversions.

During the first expeditions to the exclusion zone, the GSC Game World team were not tourists, but rather “texture hunters”. Artists and designers photographed abandoned buildings, peeling walls, broken roads, burnt trees, everything that bore the mark of time and disaster. These images were then transformed into game materials: a brick from a real dormitory in Prypiat could end up in the 100 X-ray bar, and peeling paint from an old power substation could end up on the door of an abandoned house in the village of stalkers.

Thanks to this approach, Shadow of Chornobyl has a special level of photorealism that surprises even today: players recognized familiar objects from the game’s photos and repeatedly joked that X-Ray Engine — is more like “X-Ray Reality”. This method of creating textures gave the Zone not just plausibility, but a real documentary touch that even modern games with huge budgets lack.

Don’t forget about the “magic” of bugs. NPCs getting stuck in doors, strange physical collisions, or sudden “hunts” of snorkels or bloodsuckers on concrete walls — all of these have become community memes. But even in its imperfections, X-Ray Engine proved that the world really does have a life of its own.

X-Ray engine technology in detail

X-Ray Engine officially debuted in 2007 with the release of S.T.A.L.K.E.R.: Shadow of Chornobyl. Its development began in the late 1990s — according to developers and the community, the first prototypes appeared around 1998-1999. During this time, the GSC Game World team from Kyiv created its own technological foundation, which was not inferior to Western engines, and sometimes even ahead of them.

One of the key features of X-Ray was the use of deferred shading. This approach made it possible to handle a large number of dynamic light sources — explosions, lanterns, or fires — without the critical performance drop that was typical of forward rendering. Although this did not make the engine “lightweight” for weak PCs, it was thanks to this that S.T.A.L.K.E.R. stood out for its vivid lighting and atmospheric atmosphere, which were rarely seen in competitors in the mid-2000s.

The X-Ray Engine graphics stack consisted of a number of technologies: HDR, normal mapping, parallax mapping, dynamic shadows, day and night changes, and weather effects. In Clear Sky (2008), the engine evolved into version 1.5, which brought volumetric lighting (“rays of god”), volumetric smoke and fire, more realistic water, depth of field, and SSAO. Call of Pripyat (2009) introduced DirectX 11 support with tessellation and advanced shadows, which was a bold step for its time.

A separate experiment was the implementation of Global Illumination. It worked on the basis of photon mapping and was calculated exclusively on the CPU, which instantly destroyed FPS even on the top machines of the time. The engine did have a console option r2_giHowever, in the final releases, global lighting was never actually used — it remained a beautiful but inaccessible experiment.

The real feature of the engine was the A-Life system. It modeled the lives of hundreds and even thousands of NPCs in the Zone — some patrolled, some hunted, some rested. All of this was happening even outside the player’s view. NPCs reacted to sounds and activity, and thanks to planning like GOAP, they could build simple sequences of actions. Individual behavior was often far from ideal — enemies could get stuck or run in circles — but the overall simulation created a sense of a real living world, which is what made the series so fascinating.

The physical part of X-Ray Engine was built on a heavily modified Open Dynamics Engine. The engine implemented ragdoll animations, object destruction, gravity-based bullet ballistics, and even ricochets. The shots here were not “tracers” like in many competitors, but real physical objects, which made the shooting much more realistic.

The shader architecture of the engine was quite flexible: it allowed creating custom shaders and had a fallback system for different levels of graphics. This helped the game look modern on new hardware and at the same time remain compatible with older PCs. The particle system was also powerful — smoke, dust, sparks, and explosions were integrated into the lighting and physics, although not at the level of modern fluid simulations, but enough to have a convincing effect.

The X-Ray Engine also had its own interesting solutions for optimization. It used LODs for models, occlusion culling and dividing the world into zones, as well as resource management for data loading. Although marketing and the community often used the figure of 30 km² of the Zone, technically the engine worked with individual maps up to several square kilometers in size. The transition between them was usually accompanied by a download, so the X-Ray Engine did not provide a completely seamless world, but it created the feeling of a large “sandbox” very convincingly.

Even on average PCs of the time, the engine allowed you to feel the Zone without catastrophic FPS drops. Thus, for maximum settings, the conventional Intel Core 2 Duo and NVIDIA GeForce 7800 GT were required, and the popular 8800 GT became the ideal option a little later.

X-Ray SDK: why didn’t Stalker die in 2009?

In addition to the engine itself, GSC Game World took a step that actually gave S.T.A.L.K.E.R. a second life — it released the X-Ray SDK (Software Development Kit). The first set of tools appeared in 2007, after Shadow of Chornobyl, and allowed not only to tweak the parameters but also to create maps, models, animations, and even scenarios. For the fans, it was like opening the door to the Zone — take and create.

Subsequently, the SDK was updated for Clear Sky and Call of Pripyat, and each time with new features. The most important element was the Level Editor, which allowed you to build your own locations. Swamps, abandoned factories, underground tunnels-all of this could be recreated from scratch. The tool was complicated, broke out of the blue, and required angelic patience, but it was the basis for the cult fan maps that expanded the game’s universe for decades.

Other utilities were also included: Actor Editor for character animations, Particle Editor for effects — from dust clouds to nuclear explosions, as well as scripting and dialog tools. In fact, players were given the same set that the developers used, but without detailed instructions.

Documentation was minimal, and training materials were almost non-existent. But this did not stop the fans. Instead of official guides, forums, home-made manuals, and dozens of video tutorials appeared. In the end, it was the enthusiasts, not GSC, who made the SDK suitable for mass use and actually created the S.T.A.L.K.E.R. modding culture.

So when they say that the S.T.A.L.K.E.R. series “ended” in 2009, it’s a myth. Thanks to the X-Ray SDK, it lived on for many more years — albeit in the hands of fans who were able to squeeze the most out of a half-baked tool. It was they who turned Stalker from just a game into a phenomenon that is still being discussed and played.

An example of a modern continuation of this tradition is S.T.A.L.K.E.R. Anomaly mod. It runs on an updated 64-bit X-Ray engine, combines more than three dozen maps from all parts of the series, and offers several game modes: a story campaign, a sandbox, and a large-scale faction war.

It also adds deep survival mechanics — hunger, thirst, fatigue, radiation, and gradual wear and tear of equipment. Anomaly is distributed free of charge and is available to owners of the updated Call of Pripyat on GOG, where it can be installed in one click without any complicated manipulations.

Evolution of the X-Ray Engine

Engine version Year Main graphic features New technologies and effects Commentary
X-Ray 1.0 2007 (S.T.A.L.K.E.R.: Shadow of Chornobyl) DirectX 8/9, basic dynamic lighting, polygon-based rendering, 32-bit architecture Static and dynamic lighting, basic physics on ODE, large open locations A technically ambitious engine with a large open world, but “crude” on release; instability, numerous bugs, limited performance on medium configurations
X-Ray 1.5 2008 (S.T.A.L.K.E.R.: Clear Sky) DX9, improved dynamic lighting, partially optimized large locations Wet Surfaces (humidity effect), SSAO, advanced water and fog shaders, procedural weather system For the first time, the engine looked modern, with a more realistic atmosphere; a sharp drop in FPS on many systems, even on top-end graphics cards
X-Ray 1.6 2009 (S.T.A.L.K.E.R.: Call of Pripyat) DX9/10 partially, partial support for DX11, advanced shadows and lighting, optimization of large locations HDAO (enhanced SSAO), partial tessellation, Volumetric Lighting, detailed water and sky effects The most stable version of the classic trilogy, with optimization of large maps, preservation of A-Life and AI; technologically advanced, but there was no full support for DX11
Enhanced Edition 2025 (S.T.A.L.K.E.R.: Legends of the Zone Trilogy — Enhanced Edition) Support for 64-bit, modern shaders, compatibility with new OS, optimization of dynamic lighting, stable operation on modern hardware Consolidation of trilogy engines, optimization of work with mods, modern debugging tools, fixes of critical bugs, DX11/12 compatibility A technically stable version of the trilogy that retains the classic atmosphere and gameplay; allows you to run all three parts on modern PCs and consoles

The first versions of the X-Ray Engine looked completely different from the way we imagine the world of S.T.A.L.K.E.R. Today. In the 2001-2002 demo, the visual style was more reminiscent of the gloomy jungle of Far Cry than the familiar concrete boxes of the Exclusion Zone. But the technical base was surprisingly ambitious: the engine already worked with DirectX 8, supported detail mapping, lightmap, large textures, and even quite advanced artificial intelligence for that time. Up to four million polygons could be rendered within a single frame — a result that only a few Crytek-level studios could boast of in the early 2000s.

To keep performance within acceptable limits, GSC Game World had to make compromises. Locations were limited to about two square kilometers, fully loaded into memory, and transitions with loading screens were inserted between them. Today it seems archaic, but it was this solution that saved the computers of the time from turning into an oven during the game.

The software part of the engine was written in C/C++ using the DirectX SDK, and for the logic, the developers integrated Lua with JIT compilation. This approach allowed to quickly edit the behavior of NPCs without recompiling the entire code. Third-party libraries included OpenAL for 3D sound, Creative EAX for reverb and spatial sound effects, Open Dynamics Engine for physics, GameSpy Client for multiplayer, and several utilities, including the in-house Color Picker tool. The project was built using Microsoft Visual C++ 7.1 — a typical mid-2000s development kit.

X-Ray Engine has undergone a significant evolution over the years of its development. It has received support for Direct3D accelerators from GeForce 2 and higher, optimization for hardware T&L, SSE, and 3DNow! for CPU acceleration, and deferred lighting and shading. The developers have implemented the LOD system, dynamic object clipping, color lighting with soft shadows, destructible light sources, and adaptive texture caching for specific hardware.

The animation system supported complex skeletal structures with a large number of bones, and the particle system had its own physics. All of this worked in conjunction with dynamic weather and day changes, which was impressive at the time.

“Shadows of Chernobyl” built on X-Ray 1.0 offered players a choice between DirectX 8 and 9. In the DX9 mode, the engine was unleashed to the fullest: HDR, normal and parallax mapping, depth of field, bloom, motion blur, and dynamic lighting. The textures deserved special attention, as we have already mentioned, they were made on the basis of real photo expeditions to the Exclusion Zone, thanks to which the game received a unique photogrammetric realism long before the term appeared in the gaming industry.

The main feature of the X-Ray Engine was the A-Life system. It allowed NPCs to exist outside the player’s field of vision: patrol, hunt, fight with other factions. At the same time, the engine switched between online (full simulation) and offline (simplified) modes, which allowed to scale the world without excessive load on the processor. This was a revolution, because even in open worlds, NPCs were often frozen off-camera.

In Clear Sky, the X-Ray Engine was updated to version 1.5 with full DirectX 10 support. It was then that wetting surfaces, SSAO, steep parallax mapping, a new weather system, and seriously improved water and fog effects appeared. But along with the technological breakthrough came performance problems: even the top graphics cards of the time choked if you turned everything up to maximum.

In Call of Pripyat, the X-Ray Engine has reached version 1.6. We added support for DirectX 11 with tessellation, HDAO, and volumetric lighting, optimized large maps, and finally brought stability to an acceptable level. This was the most polished version of the classic X-Ray, which even today looks pretty decent with mods.

The X-Ray Engine physics, built on the Open Dynamics Engine, was another strong point. It provided reliable ballistics, collisions and behavior of objects, and the interaction of bodies in space. Moreover, ODE was faster than even some paid solutions, including Havok, and gave developers freedom without additional license costs.

S.T.A.L.K.E.R.: Legends of the Zone Trilogy — Enhanced Edition was released in May 2025 on PC and current-gen consoles. This is not a remake like Resident Evil or Final Fantasy, but rather a deep technical update designed to make the original trilogy suitable for modern hardware.

The biggest change is the engine’s transition to 64-bit architecture. Previously, the X-Ray Engine ran into memory limits, which could cause large mod packs and even standard scenes to crash or cause significant performance issues. The Enhanced Edition has almost solved this problem: the game now works adequately with video memory, large locations load more stably, and global mods no longer crash the system with one wrong step.

The graphical part of the X-Ray Engine has also received significant upgrades. We added screen-space reflections, more modern water rendering, global lighting, and wet surface effects. Skyboxes have been updated, textures have been partially replaced or upgraded, and some 3D models have received more detail. However, the image remains recognizable: it’s still the same S.T.A.L.K.E.R., only a little clearer, more contrasty, and with fewer compromises.

Special attention was paid to the controls. Now the interface and control scheme are adapted for both mouse and keyboard and gamepad. This is important, because for the first time, the console audience got access to the full trilogy officially, without crutches and fan ports.

At the same time, the basic structure of the X-Ray Engine remained almost unchanged. Locations are still separated by loading screens, A-Life works in its classic form, and architectural limitations are still felt. So this is not a revolution, but a thorough cosmetic update that allows you to play through the original trilogy in 2025 without any patching or fan builds.

Conclusions

The X-Ray Engine will forever remain in gaming history as a technological anomaly. It was crude, buggy, and difficult to optimize, but at the same time brilliant and different. It was an engine that didn’t just draw landscapes — it created the Zone with all its quirks, artifacts, and dangerous beauties.

Unlike its competitors, the X-Ray Engine gave the player more than just a set of polygons — it gave them an atmosphere. And this atmosphere is still considered one of the strongest in the genre. It’s no wonder that hundreds of modders still return to this engine like stalkers to the Zone: some are looking for a new experience, and some are just looking for a piece of long-lost magic.

The X-Ray Engine, like the Zone itself, has become a living myth. It has outlived its era, but continues to influence culture: from fan works to real scientific discussions about the “S.T.A.L.K.E.R. effect” in the gaming industry. Because, after all, not all technologies are capable of giving us a glowing artifact even decades later. X-Ray Engine — is one of them.

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