Render policy & frame graph
Authored scene intent, compiled shader availability, and real device capabilities determine the selected rendering paths. Explicit attachment and sampled-resource declarations guide each backend.
03 / Features & capabilities
The goal is a coherent authored world. Each device gets a rendering workload that its selected paths can support.
Authored scene intent, compiled shader availability, and real device capabilities determine the selected rendering paths. Explicit attachment and sampled-resource declarations guide each backend.
Unlit and physically based material families, reflected instances, masked coverage, CPU visibility and projected-error LOD. Additional indexed or GPU-compacted paths are capability- and workload-dependent.
Shared environment inputs, atmosphere lookup tables, scene lights, shadow maps, baked surface lighting, and independently budgeted volumetric work. Simpler quality paths remain deliberate choices.
Spectral ocean and water-surface work, optical inputs, terrain LOD, and vegetation presentation. Effect selection and resource budgets differ by backend and target profile.
Authoritative input validation, snapshots, adaptive client interpolation, and native/RTC transport adapters. Protocol capacity bounds are not equivalent to tested concurrent-player capacity.
Vulkan OpenXR integration, input routing, renderer-neutral UI, and optional capture/recording services. Device features, permission, build options, and tested implementation determine availability.
Native paths
| Backend | Documented routes | Scope |
|---|---|---|
| Vulkan | Windows, Linux, Android, OpenXR | Native raster implementation; XR presentation follows the runtime. |
| Metal | Apple Silicon macOS, iPhone & iPad | Native implementation; quality profiles cover different GPU capabilities. |
| Direct3D 12 | Windows, Xbox Series S Dev Mode | Native implementation; consumer Dev Mode is separate from retail-console shipping. |
| WebGPU | Compatible browsers | Browser implementation with WebRTC transport; a successful render does not establish native feature or performance parity. |
These routes are source-backed implementations and platform contracts. Visual correctness, feature coverage, performance, and packaging remain separate checks on a particular device and commit. Software Vulkan is functional evidence rather than hardware GPU performance evidence. Intel Macs and Android-tablet acceptance are outside the current documented scope.
A device advertising a capability does not mean an engine path for it exists, or that it improves a given workload. Indexed resources, compute visibility, and other advanced paths need shader support, native implementation, explicit fallback, and evidence. Future hardware ray tracing and mesh-shader ideas are not advertised here as delivered features.