100% RAY TRACED

Dynamic lights/shadows
Cache-friendly entities
Temporal antialiasing
Global illumination
Animated materials
Integrated physics
GPU characters
GPU particles
PBR materials
Serialization
Spatial audio
Skyboxes, fog
Half-res mode
Trace limiting

NO RASTERIZATION

No draw calls
No frustum culling
No occlusion culling
No overdraw reduction
No near/far clip planes
No vertex/pixel processing
No screen space projection
No environment/cube mapping
No forward/deferred rendering
No transparency ordering
No level of detail meshes
No shadow mapping
No lightmap baking
No depth buffers
No mip-mapping
No texture filters

Follow development of our latest ray traced game
Trial version (max 32 scene objects)
Documentation
Gumroad
License