Rendering
- Interface with implementations for DirectX 11 and OpenGL 4.4
- Both implementations supports equally advanced features of shader model 5.0 compatible graphics hardware
- Flexible shader-system (HLSL/ GLSL) with permutation handling and binary caching
- Flexible data-driven material system
- Lighting
- Fully dynamic (no precomputed information required)
- Linear space
- Physically based (Microfacet BRDF)
- Deferred Rendering system with flexible support for post-processing effects
- Rasterized Voxel-based Dynamic Global Illumination
- Dynamic Glossy Reflections
- Screen Space Ambient Occlusion
- HDR pipeline with Adaptive Filmic Tonemapping, Bloom
- Dynamic Soft Shadows (for point, spot and directional lights)
- Normal Mapping
- Parallax Occlusion Mapping
- Dynamic Adaptive Hardware Tessellation with Displacement Mapping
- Bokeh Depth of Field
- FXAA
- Toksvig specular antialiasing
- Refraction
- Deferred Decals
- Seamlessly wrapping
- Normal mapped
- Even on tessellated and animated dynamic objects
- Visibility system
- Frustum culling
- BSP/ PVS
- Hardware occlusion queries
- Supports loading of maps in Quake 3 BSP format
- Supports loading of MD5 models
- Quaternion-based skeletal animation system with layer mixing
- Data-driven particle systems with various options (soft, refractive, velocity-oriented, etc.)
- Custom texture-based fonts
- Supports playback of AVI videos into textures
- Supports dynamic resizing/ mode-switches of application