Rendering and lighting
Lighting, detail and materials, from small rooms to wide open views.
Features
Every feature that has shipped or is coming in the next release, grouped by area, with the release it ships in. Each area page also lists what is planned in that area.
Performance
Measured on our test machines, not promised. Each figure says what was timed and on what.
0.8 s
from launching the editor to playing your game
Windows, where testers run it: warm start, median of the runs. Linux: 0.6 s. The very first launch on a new machine takes longer while the graphics driver compiles its shaders once: about 1.8 s to open the editor on Linux.
1 s
or less to load every reference scene
Process start to scene loaded, warm cache, median of 7 loads, on the engine's own reference scenes. The largest, an alpine terrain world, loads in 0.64 s; the starter course in 0.31 s.
4.3 ms
a frame for a dense forest in the high-definition renderer
GPU time, median, on an RTX 5080 at 1920x1080 (4.7 ms at the 95th percentile).
0.75 ms
a frame for a kart scene in the standard renderer
GPU time, median, on an RTX 3080 at 1920x1080. The starter scene: 0.14 ms.
174 MB
Windows install size, editor and tools included
The size gate fails any build over 250 MB.
Highlights merged into the engine since the last release. They ship in the next release.
Grass and meadow ground gets gentle hummocks and soil-creep ridges with drier crests and lusher hollows, distant cliffs can read as broken stone instead of streaky bands, and rocks and stumps can sit in darkened, tinted soil instead of on top of it.
Lakes and ponds with no water type set now draw as clear fresh water instead of tropical sea, and can pick alpine, glacial, lowland or tannin-stained water.
Spruce and fir can carry a few larger leaf cards per branch with the same leaf area and crown outline, for far fewer triangles in dense forests.
Terrain is built while the renderer starts instead of after it, rivers and UI screens are prepared on all cores at once, and terrain memory is freed in the background, so large worlds and menu-heavy projects open sooner.
The high-definition renderer's upscaler, global illumination and virtualized geometry do the same work in less time, with identical frames: the upscaler's heaviest pass is up to five times faster at 4K.
Games exported for the web download about 190 KB less, with code the browser never uses left out.
Random numbers in scripts continue the same after a restore, characters stand on their floor from the first frame, and players in a lobby before anyone spawns are recorded and replayed.
An exported game that sends play statistics asks the player once and remembers the answer, instead of asking at every launch.
A notice that waits for acknowledgement can now be reached with Tab or a gamepad from the menu beneath it.
Lighting, detail and materials, from small rooms to wide open views.
Terrain, water, plants and paths for characters, built from recipes you can rerun.
Physics you can replay, plus vehicles and boats.
An editor where you can play, slow down, inspect and change the game while it runs.
Tools that let an AI assistant build, play, test and profile your game.
Features ship in packages. Each shipped package is labeled Stable or Beta, and lists what is in it.
RenderingStableShipped
Lighting and global illuminationBetaShipped
Virtualized geometry and far fieldBetaShipped
TerrainBetaShipped
WaterBetaShipped
FoliageBetaShipped
PhysicsStableShipped
VehiclesBetaShipped
NPC AIStableShipped
ScriptingStableShipped
EffectsBetaShipped
AudioStableShipped
Music and sound generationBetaShipped
UI kitStableShipped
2DBetaShipped
EditorBetaShipped
AI toolsStableShipped
Automated playtestingBetaShipped
ExporterStableShipped
LauncherStableShipped
Asset generationBeing built now