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 Switching:
Alpha masked emboss bump mapping
Additive blended gloss environment map
Normal dependent environment map
Supports saturated environment map shininess coefficient
Alpha blended second pass
Unique second set of texture coordinates
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