Up to four texture stages are used for level geometry, thus making it look incredible realistic, per-pixel lighting (so-called Сbump mappingТ) makes models appear to be smooth. EMBM, mirroring surfaces, procedural textures bring the beauties of modern technologies into the gameworld while volumetric and layered fog, particle system-based effects (namely flame, steam, water drops), dual-texture shadow mapping and weather effects provide improved realism. Considering all that, rendering unit heavily relies on hardware pixel/vertex shader implementation due to intensive usage of both.
Character skeleton animation unit supports up to 120 bones per character, providing separate animation sequences for different body parts. Character movement speed depends on its animation, thus making impossible unpleasant Сfoot slippingТ issue. Dynamic Сlevel-of-detailТ-based rendering technology allows to noticeably reduce skeleton computations when the model gets far away from the camera. Up to a few thousand per-pixel lighted polygons are used per model to increase the visual experience.
Enhanced portals technology reduces the computations required to render level geometry, making few hundred thousand vertices per level possible