We didn't try reinvent the wheel - we're running a industry standard high-quality 3D engine, and as soon as the next version is stable - we're using it. We've been doing that for nearly a decade now with Unity.
The key takeaway: we haven't rolled out our own half-baked 3D renderer; and this means you've got the latest and best rendering features available to you.
Whether you need physically based rendering, support for Allegorithmic Substances, real-time reflections and high-quality post FX - we've got it, and you can use it.
Our workflow is API agnostic - we support the latest and greatest graphic APIs (including DirectX12), and you can write custom shaders to target them.
Our upcoming 5.6 update (due in April or May) will add Vulkan and Metal support on the desktop (we currently support it them mobile devices) bringing the power of DirectX12 features to Mac & Linux users.
Use a built-in lightmapper to bake your Global Illumination (GI) natively within the editor.
A single click will calculate baked lighting for your scenes and improve both the visual quality and the performance of your scenes significantly. Similar tools can provide lighting probes, reflection probes and more - all courtesy of the latest Unity Engine lightmapping systems.
We've got all the latest and greatest features you expect from a modern graphics engine - from a high quality ultra-configurable particle system, to support for industry leading middleware such as SpeedTree, Substances as well as a wide range of whitelisted Unity extensions.
Intuitive optimization systems such as baked occlusion culling are simple to implement and allow you to pack substantially more content into a scene before it starts to lag.
We're able to render scenes with hundreds of characters in them while still maintaining healthy framerates.