Full 32bit rendering as default
DVA (tm) technology for efficient, exact visibility processing.
Efficient graphics/texture compression/decompression, without any quality loss.
Multiple graphics processing pipelines, distributable over multiple processors.
Renders bezier patches, NURBS surfaces and polygons.
Supports hardware T&L for increased throughput.
Unique surface technology, blends unlimited number of textures.
High quality decal support; decals affect bump mapping and lighting.
True bump mapping technology, real-time calculated.
True real-time dynamic lighting, no light maps.
Full real-time Phong/Blinn and Metal shading.
Real-time calculated full quality spectacular highlights.
Omni, spots, directional and volumetric light-sources.
Dynamic real-time shadows, full quality, sharp or soft.
24bit RGB true-color lighting, 48bit internal blends.
Light-DVA for fast, exact extraction of light / shadow receivers.
Fully dynamic/deformable geometry, no architectural limits.
High speed, high quality rendering of blended and skinned geometry.
Advanced particle/meta-particle rendering and blending.
Skeletal animation with constraints and expressions.
Real-time full forward/inverse kinematics.
Advanced motion blending / smoothing.
Highly sophisticated dynamics subsystems.
Full hardware accelerated rendering.