- Physically Based Rendering (metallic/roughness and specular/glossiness workflows).
- Tone mapping (Linear, Uncharted, Hejl Richard, ACES).
- Image-Based Lighting (IBL).
- Analytical lights (punctual, directional, spot).
- Mipmapping and anisotropic filtering.
- Multisample anti-aliasing (MSAA).
- Supports glTF 2.0 file format.
- Supports the KHR_materials_unlit extension.
- Orbital/3rd person/free camera.
- Skybox.
- Support the KHR_lights_punctual extension.
- Support assets streaming/lazy loading.
- Cutscenes.
- Self updates.
- Multiplayer support (authentication, playing, saving).
- Distributed infrastructure, self-healing.
- Multiple characters and concurrent connections per account.
- Seamless infinite worlds.
- Mouse picking.
- Translation/rotation/scale gizmo.
- Debugging (inspecting entities, textures, wireframe, etc).
- World editor.
- Shader editor (node-based system).
- Script editor (event-based system).
- Management of assets (models, sounds, etc).
- Management of player-generated data.
- ACL access list, with permissions.
- Version control of changes and real-time in-game deployments.
See ideas for a bucket list of ideas to look into.
- Real Shading in Unreal Engine 4 by Epic Games.
- Physically Based Shading by Disney
- Environment Maps by Kronos.
- An Inexpensive BRDF Model for Physically based Rendering by Christophe Schlick.