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
- Probe visualization
- GPU-Driven Rendering
- GPU frustum culling
- 2 phase GPU occlusion culling
- Reference path tracer
- Temporal upscalers
- FSR2, FSR3
- XeSS
- DLSS3
- Ultimate Bindless
- Only one root signature
- Volumetric lighting for shadow casting lights
- Tiled deferred rendering
- Clustered deferred rendering
- Shadows
- PCF shadows for directional, spot and point lights
- Cascade shadow maps for directional lights
- Ray traced shadows (DXR)
- Volumetric clouds
- Temporal reprojection
- Hosek-Wilkie sky
- Ocean FFT
- Automatic exposure
- Bloom
- 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
- Rain
- God rays
- Lens flare
- Motion blur
- Decals
- ImGui editor
- Profiler
- custom and tracy profiler
- Debug tools
- Debug renderer
- Shader hot reloading
- Render graph dump and visualization
- Shader debug printf
- Nsight Aftermath SDK
- ReSTIR GI
Disabled | Enabled |
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Probe Visualization |
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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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