Features

Rendering and lighting

Lighting, detail and materials, from small rooms to wide open views.

There are two renderers, standard and high-definition, and one shader format works in both. In the high-definition renderer, detail scales with the screen instead of with hand-made lower-detail versions. On graphics cards with ray tracing, light bounces live and shadows and reflections can be traced; other cards get simpler lighting.

Features marked Beta work and are still being refined.

Shipped

  • Facet: detail without triangle budgets

    Meshes with millions of triangles draw only the detail the screen can show, so you stop hand-making lower-detail versions. Rocks, trunks and scanned props stay sharp up close and cheap far away. Geometry streams from disk as the camera moves. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Far-away worlds that stay cheap

    Distant trees turn into baked billboards automatically, so long view distances stay affordable. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Solstice: real-time light and reflections

    Light bounces around the scene live: sun, sky and glowing surfaces light everything they face, and reflections include objects that are off screen. It needs a graphics card with ray tracing; without one, the scene uses simpler lighting and the engine reports why. Available in the high-definition renderer.

    • Shipped in v0.6.0
    • Beta
  • Sharp, stable shadows

    In the high-definition renderer, sun shadows are cached and only redrawn where something moved, so wide views stay sharp and cheap, and point and spot lights cast shadows too. On graphics cards with ray tracing it can trace shadows, and swaying trees and animated characters show up in them as they move.

    • Shipped in v0.6.0
    • Stable
  • Physical sky and clouds

    A sun-driven sky with volumetric clouds, cloud shadows and distance haze. Available in the high-definition renderer. Optional automatic exposure, where the camera adapts like an eye between shade and sunlight, arrives in the next release.

    • Shipped in v0.6.0
    • Beta
  • Physically based materials

    Metal, clear-coat car paint with flakes, back-lit leaves and cloth, and correct overlapping transparency in the high-definition renderer. Upscaling and multisampling keep edges clean.

    • Shipped in v0.6.0
    • Stable
  • Write shaders with guard rails

    A shader code panel with colors, sliders generated from the code, error hints, a cost meter and a live preview. One shader file works in both the standard and high-definition renderers. Desktop exports prepare every shader while loading, so play does not stutter the first time an effect appears.

    • Shipped in v0.6.0
    • Beta
  • A good look by default

    A scene that sets no exposure gets automatic exposure in the high-definition renderer, and both renderers share the same default tone curve, so a first scene looks right in either.

    • Shipped in v0.7.0
    • Beta

Packages

  • RenderingStableShipped

    • Standard renderer
    • Physically based materials
    • Cached sun and light shadows
    • Multisampling and bloom
  • Lighting and global illuminationBetaShipped

    • Solstice real-time bounce and reflections
    • Physical sky, clouds and exposure
    • A good look by default
    • Hardware ray-traced shadows and reflections (on at High and Ultra with ray-query hardware)
  • Virtualized geometry and far fieldBetaShipped

    • Facet: detail without triangle budgets
    • Baked far-field proxies

Coming in this area

See it on the roadmap

  • NowSharper terrain and distant forests. More terrain detail, better distant forests, and the standard and high-definition renderers looking alike.
  • NextLocal exposure. Bright skies and dark interiors both readable in the same view.
  • NextVolumetric light and better skin. Light shafts through fog and haze, scenes with many lights, and better translucency and skin.
  • LaterHair and fur. Individual hair strands and fur.