*Dynamic global illumination
*Accurate PBR rendering with SSR option per object
*Per object motion blur
*GPU Particles systems
*Two GUI systems (2D overlay / 3D within the game scene)
*Ease in managing a large number of lights using components that transform an object when you want in a light source
*Many post processing effects with an excellent quality / consumption ratio and in game configurable using their specific API (Alchemy mod, SSR, Exponential Height Fog, Bloom, etc)
*...and much more is under de
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