FEATURES
Data Oriented And Easily Extensible Design
The engine's data oriented architecture, using cache friendly data layouts, results in excellent performance on modern hardware, where the main bottleneck is memory speed.
Physically Based Shading
The Physically Based Shading shader simulates the interaction between light and materials using real world physics, resulting in realistic looking materials that don't require tweaking when the lighting conditions change.
Tiled Deferred Lighting
Efficiently render large number of lights by taking advantage of modern GPUs Compute Shaders.
Cascaded Shadow Maps
Add high quality shadows to large areas with small impact on performance by efficiently distributing the shadow map resolution over the view frustum.
Screen space ray-traced reflections allows any surface to reflect its nearby surroundings efficiently in real time.
Dynamic Time of Day
The physically based Rayleigh and Mie scattering shaders create a realistic skydome that can be updated in real time by changing the sun light direction.
HDR Tone Mapping and Bloom
High intensity lights are dynamically mapped back into the display's range by simulating eye adaptation and glare.
Simulate camera lens depth of field by blurring both near and far fields based on circle of confusion size.
Motion Blur
Fast camera movement creates blurry trails along the movement path. Per-object motion blur coming soon.
Volumetric Lighting
Create the appearance of humid, dusty or smoky environments using volumetric lights that simulate the scattering of light by particles in the air.
Large Terrain Rendering
Render realistic terrains efficiently using continuous level-of-detail without popping artifacts.
More features coming soon