Feature list ------------ DirectX 11 renderer DirectX 12 renderer Vulkan renderer Image rendering Font rendering (True Type) Networking (UDP) 3D mesh rendering Skeletal animation Morph target animation Physically based rendering Animated texturing Normal mapping Displacement mapping Parallax occlusion mapping Real time planar reflections Cube map reflections (static and real time) Refractions (screen space, blurred) Interactive Water Bloom Edge outline Motion Blur Lens Flare Light shafts Bokeh Depth of Field 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 TAA (Temporal Antialiasing) Supersampling Directional lights + cascaded shadow maps Spotlights + shadow maps Point lights + shadow cubemaps Soft shadows (PCF) BULLET Physics: rigid body, soft body 3D Audio (Xaudio2) Input: keyboard, mouse, controller (rawinput, xinput), touch Controller feedback (vibration, LED) Backlog: log,input,scripting Gamma correct, HDR rendering Resource Manager Screen Space Ambient Occlusion (SSAO, HBAO, MSAO) Stochastic Screen Space Reflections Color Grading Sharpen filter Eye adaption Lua Scripting Dynamic environment mapping Impostor system Tiled forward (Forward+) rendering (+2.5D culling) Occlusion culling with gpu queries Texture atlas packing Tiled decals Frame Profiler Voxel Global Illumination Reversed Z-buffer Force Fields GPU simulation Particle - Depth Buffer collisions Ocean simulation (FFT) Translucent colored shadows Refraction caustics Local parallax-corrected environment maps Volumetric light scattering Smooth Particle Hydrodynamics (SPH) Fluid Simulation Ray tracing, path tracing (on GPU) Entity-Component System (Data oriented design) Lightmap baking (with GPU path tracing) Job system Inverse Kinematics Springs Terrain Rendering (material blending) Variable Rate Shading Real time ray tracing: ambient occlusion, shadows, reflections (DXR and Vulkan raytracing) Screen Space Contact Shadows Stochastic alphatest transparency Surfel GI GLTF 2.0 extensions supported: KHR_materials_unlit KHR_materials_transmission KHR_materials_pbrSpecularGlossiness KHR_materials_sheen KHR_materials_clearcoat KHR_materials_specular KHR_materials_ior KHR_texture_basisu