Projection: Perspective correct projection
Primitive: Quad patch
Triangle patch
Bi-cubic position refinement
Bi-quadratic vertex color refinement
Bi-linear vertex texture coordinates
Lighting: Generic light buffer
Unordered light types
Ambient lights
Directional lights
Point lights
Spot lights
Soft spot lights
Pre-light processing
Clipping: Fast path rendering
Patch fast culling
Fog: All primitives support linear fog
Rendering Effect:
Alpha masked emboss bump mapping
Additive blended gloss environment map
Normal dependent environment map
Supports saturated environment map shininess coefficient
Skinning: 4 weights per vertex skinning
64 bones matrices limit