Graphics engine written in C++ using DirectX12.
- Render graph
- Automatic resource barriers
- Resource reuse using resource pool
- Automatic resource bind flags and initial state deduction
- Pass culling
- Graph visualization
- DDGI
- GPU-Driven Rendering : GPU frustum culling + 2 phase GPU occlusion culling
- Reference path tracer
- Temporal upscalers : FSR2, FSR3, XeSS, DLSS3
- Ultimate Bindless resource binding
- Variable Rate Shading (FFX)
- Volumetric lighting
- 2D Raymarching
- Fog volumes
- Tiled/Clustered deferred rendering
- Shadows
- PCF shadows for directional, spot and point lights
- Cascade shadow maps for directional lights
- Ray traced shadows (DXR)
- Volumetric clouds
- Hosek-Wilkie sky
- FFT Ocean
- Automatic exposure
- Bloom
- Rain
- Tony McMapface tonemapping
- Depth of field + Bokeh: Custom, FFX
- Ambient occlusion: SSAO, HBAO, CACAO (FFX), RTAO (DXR)
- Reflections: SSR, RTR (DXR)
- Antialiasing: FXAA, TAA
- Contrast Adaptive Sharpening (FFX)
- Film effects: Lens distortion, Chromatic aberration, Vignette, Film grain
- Screen-space god rays
- Lens flare: texture-based and procedural
- Profiler: custom and tracy profiler
- Debug tools
- Debug renderer
- Shader hot reloading
- Render graph dump and visualization
- Shader debug printf
- Nsight Aftermath SDK
- D3D12 Enhanced Barriers support
- ReSTIR GI
Disabled | Enabled |
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Probe Visualization |
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No VRS | VRS | VRS Overlay |
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Cascaded Shadow Maps | Hard Ray Traced Shadows |
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Screen Space Reflections | Ray Traced Reflections |
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SSAO | RTAO |
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