Feature list ------------ DirectX 11 renderer DirectX 12 renderer Vulkan renderer Image rendering,animation : 2D,3D space Font rendering (True Type) TCP Networking 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) Multiple material support Animated texturing Normal mapping Displacement mapping Parallax occlusion mapping Real time planar reflections Static reflections (cube-mapping) Refractions Interactive Water Gaussian Blur Bloom Edge outline Motion Blur Lens Flare God rays Depth of field Wind effect Multithreaded rendering on DX11-level hardware (Deferred device contexts) Tessellation: silhouette smoothing + displacement mapping Fully GPU-based particle emitters Soft offscreen particles Hair particle systems (grass) Hardware geometry instancing MSAA (Forward rendering only), FXAA, Supersampling Deferred shading Directional lights + cascaded shadow maps Spotlights + shadow maps Point lights + shadow cubemaps Diffuse, specular lighting for all lights Soft shadows Rigid body physics simulation (HAVOK) [PRIVATE] Rigid body physics simulation (BULLET) Soft body physics simulation (BULLET) Sound (Xaudio2) Frustum culling QuadTree culling Octree culling Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad) Backlog: log,input,scripting Gamma correction Resource Manager Screen Space Ambient Occlusion Skin shader (Subsurface scattering approximation) Stencil layering Deferred decals Color Grading Lua Scripting Dynamic environment mapping Impostor system Tiled forward (Forward+) rendering (+2.5D culling) 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 Huge draw distance support with reversed Z-buffer Force Fields GPU simulation Particle - Depth Buffer collisions Ocean simulation (FFT) Translucent shadows 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