Render Fully Deferred Rendering Physically Based Rendering. Parallax Occlusion Mapping Steep Parallax Mapping Parallax Mapping FXAA The gamma-correct, linear colour space renderer Hardware Occlusion Query Frustum Culling PBR includes:Physically based materials - metalness workflow. Punctual light sources. Physics System Powered by nVidia PhysX technology, can utilise multiple CPU cores, or nVidia GPU hardware. Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound Rigid body constructions. On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc. Audio System Multi-threaded high dynamic range Audio system with constant memory usage and data-driven design 3D sound positioning, spatialisation and attenuation Reverb, low-pass/high-pass filtering, pitch shifting - all auto-calculated based on sound-path