diff --git a/features.txt b/features.txt index 858524b0c..de487ab6f 100644 --- a/features.txt +++ b/features.txt @@ -6,11 +6,10 @@ DirectX 12 renderer Vulkan renderer Image rendering,animation : 2D,3D space Font rendering (True Type) -TCP Networking +Networking (UDP) [removed since 0.21] Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems -3D vertex mesh rendering -Keyframe-based skeletal animation for 3D meshes (skinning on CPU or GPU), objects and lights -Skeletal animation blending (transition blending, additive blending) +3D mesh rendering +Skeletal animation Physically based materials Animated texturing Normal mapping @@ -18,7 +17,7 @@ Displacement mapping Parallax occlusion mapping Real time planar reflections Cube map reflections (static and real time) -Refractions (simple refractions, glossy refractions) +Refractions (screen space, blurred) Interactive Water Gaussian Blur Bloom @@ -27,47 +26,49 @@ Motion Blur Lens Flare Light shafts Depth of field -Multithreaded rendering on DX11-level hardware (Deferred device contexts) +Chromatic aberration +Multithreaded rendering Tessellation (silhouette smoothing, displacement mapping) GPU-based particles (emit from point, mesh, animated mesh) Soft particles Hair particle systems (grass/vegetation) Instanced rendering -MSAA (Forward rendering only), FXAA, Supersampling +MSAA (Forward rendering only) +FXAA +TAA (Temporal Antialiasing) +Supersampling Deferred shading Directional lights + cascaded shadow maps Spotlights + shadow maps Point lights + shadow cubemaps -Diffuse, specular lighting for all lights -Soft shadows -[removed] Rigid body physics simulation (HAVOK) [PRIVATE] -Rigid body physics simulation (BULLET) -Soft body physics simulation (BULLET) +Soft shadows (PCF) +BULLET Physics: rigid body, soft body 3D Audio (Xaudio2) -Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad) +Input: keyboard, mouse, controller (rawinput, xinput), touch +Controller feedback (vibration, LED) Backlog: log,input,scripting -Gamma correction +Gamma correct, HDR rendering Resource Manager Screen Space Ambient Occlusion Screen Space Reflections Skin shader (Subsurface scattering) Stencil layering Deferred decals +Forward decals Color Grading +Sharpen filter +Eye adaption Lua Scripting Dynamic environment mapping Impostor system Tiled forward (Forward+) rendering (+2.5D culling) +Tiled deferred rendering Occlusion culling with gpu queries Texture atlas packing Tiled decals Area lights: Sphere, Disc, Rectangle, Tube Frame Profiler -Real time Voxelization on the GPU -Real time Voxel Global Illumination (two light bounces) -Real time Voxel Cone traced reflections -Temporal Antialiasing -Tiled deferred rendering +Voxel Global Illumination Huge draw distance support with reversed Z-buffer Force Fields GPU simulation Particle - Depth Buffer collisions @@ -77,8 +78,7 @@ Refraction caustics Local parallax-corrected environment maps Volumetric light scattering Smooth Particle Hydrodynamics (SPH) Fluid Simulation -GPU Path Tracing -Entity-Component System -Lightmaps -Lightmap baking with GPU Path Trace +Ray tracing, path tracing (on GPU) +Entity-Component System (Data oriented design) +Lightmap baking (with GPU path tracing) Job system