Feature list ------------ Image rendering,animation : 2D,3D space Font rendering 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 Emitted particle systems using geometry shader 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