The unified rendering pipeline allows for a relatively small codebase to produce amazing results.
Support for many modern per-pixel lighting and rendering techniques including normal mapped, light attenuation functions and animated projective textures.
Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
Powerful material system, enabling artists and scripters to create complex real-time shaders.
Volumetric environmental effects including height fog and distance fog.
Bloom effects used to emulate HDR at real-time frame rates on modest video cards.
Visible Surface Determination system supports high-performance, seamlessly-interconnected indoor and outdoor scenes, providing designers with tools such as recursive run-time area portals for agressive deep culling.
Full support for OpenGL 1.5/2.0 class video cards (including ATI® RADEON™- and NVIDIA® GeForce™-class cards).
Post-process render pass for per-pixel screen manipulation effects such as heat hazing.
Frame Buffer Objects are used for mirror and portal rendering as well as rendering remote views to a surface.