
This page provides a categorized list of key features and symbols from the RSX Engine API, based on the code documentation. Features are grouped into logical categories such as Rendering, Programming, Materials, Platforms, and others. Each category includes relevant classes, enums, interfaces, and utilities with brief descriptions where available
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This list is not yet complete. There are many features not listed on this page.
Make sure to also browse to www.rsxengine.com for high-level information with additional content!
The following section provides an coarse overview of the features available in RSX Engine.
| Feature | Description | Availability |
|---|---|---|
| RSX Engine Editor | ||
| All versions of the editor are fully featured without compromise, on all platforms. | ||
| β³ Web App | β | |
| β³ Windows App | β | |
| β³ MacOS App | β | |
| β³ Linux App | π¨ | |
| Cloud-Based Workflows | β | |
| Access your Projects from anywhere upon login | β | |
| Secured Cloud Storage for Project Data | β | |
| Invite by Email to Access Project with Per-User Permissions | β | |
| On-demand Streaming for Assets | β | |
| Real-time Collaboration | β | |
| β³ Multiple Users Edit a Scene Together | β | |
| β³ See Other Users in the Scene | β | |
| β³ See the Scene through another User's Eyes | β | |
| β³ Global Discussion | β | |
| β³ Per-Resource Discussion | β | |
| β³ Scene Comments | β | |
| RSX Version Control | β | |
| β³ Automatic Commits and Replication | β | |
| β³ Micro Versioning for Scenes | β | |
| β³ Revert to Version | β | |
| Team-wide Project References | β | |
| Polyverse Integration | β | |
| β³ Access Private and Public Libraries | β | |
| β³ Instant Downloads and Import thousands of Meshes and Materials | β | |
| β³ Use Polytrons to Process Data | β | |
| β³ Deployments | β | |
| Deployments | β | |
| β³ Web | β | |
| β³ Polyverse (Web) | β | |
| β³ Windows | β | |
| β³ MacOS | β | |
| β³ Linux | π¨ | |
| β³ Mobile (iOS and Android) | π¨ | |
| β³ AR/VR (Vision Pro, Steam Frame) | π¨ | |
| β³ Console | π¨ | |
| Enterprise-Features | β | |
| Host on-premise | β | |
| Host in private-cloud | β | |
| Custom OAuth providers | β | |
| Editor Branding | β | |
| Organization-wide Projects | β | |
| Organization-wide Project References | β | |
| IP-Based Access Protection | β | |
| Development and Workflow | β | |
| Custom Components and Behaviors | β | |
| Scene Object Templates | β | |
| β³ Template Nesting | β | |
| β³ Template Overrides | β | |
| Separate Developer and Designer Modes | β | |
| Node-Based Carbon Logic Development | β | |
| Built-In Visual Studio Code IDE on Web with Code-Level Documentation | β | |
| Typescript Programming | β | |
| β³ Powerful and Easy to Learn API | β | |
| β³ Compile and Hot Reload Changes without restarting | β | |
| β³ Automatic Versioning | β | |
| β³ Automatic Conflict Resolution | β | |
| β³ Create Custom Carbon Logic Nodes | β | |
| Editor Plugins | β | |
| β³ Custom Importers | β | |
| β³ Custom Resources and Data | β | |
| β³ Custom Windows, UI and Menu extensions | β | |
| β³ Import Third-Party Libraries (DLLs, Dylibs...) | β | |
| β³ @rsx.AsyncHTTPRequest to call APIs and services | β | |
| Multi-Window and Tab Editing (Key Windows) | β | |
| β³ Dockable Windows | β | |
| β³ Persistent layout across clients | β | |
| Flame-graph based Profiling | β | |
| Rendering | ||
| PBR based rendering | β | |
| β³ Emissive | β | |
| β³ Anisotropic | β | |
| β³ Clear Coat | β | |
| β³ Sheen | β | |
| β³ Foliage | β | |
| β³ Displacement | β | |
| β³ Subsurface Scattering | β | |
| Double-Precision Scene Coordinate System (Easily build scenes that span from Earth to Mars) | β | |
| Decals | β | |
| Multi-Threaded Rendering | β | |
| Forward Rendering | β | |
| Deferred Rendering | β | |
| Tile-Based Deferred Rendering | β | |
| GPU-driven Occlusion Culling | β | |
| Terrain Rendering | β | |
| CPU and GPU-driven Particle Systems | β | |
| Effect Volumes (Controls the post-processing for cameras inside it) | β | |
| 3D Text Rendering | β | |
| AOV and G-Buffer Visualization (with Pixel Inspector) | β | |
| Post Processing | β | |
| β³ Depth Of Field (Gaussian and Bokeh) | β | |
| β³ Chromatic Abberation | β | |
| β³ Camera Sensor-Based Automatic Exposure | β | |
| β³ Tone Mapping Operators | β | |
| β³ White-Balance Adjusment | β | |
| β³ Color Grading | β | |
| β³ Screen-Space Ambient Occlusion | β | |
| β³ Screen-Space Reflections | β | |
| β³ Camera Sensor Bloom | β | |
| β³ Camera Lensflares | β | |
| β³ Motion Blur | β | |
| β³ Temporal Anti-Aliasing | β | |
| β³ FXAA Anti-Aliasing | β | |
| β³ Custom Post-Process Materials and Shaders | β | |
| Physically-Based Lighting | β | |
| Point Lights | β | |
| Spot Lights | β | |
| Rectangular Lights | β | |
| Directional Lights (with Cascaded Shadow Maps) | β | |
| Volumetric Lighting (with Volumes) | β | |
| Physically-Based Sky with Volumetric Clouds | β | |
| Image-Based Lighting | β | |
| Reflection Probes | β | |
| Static and Dynamic Shadow Maps | β | |
| Photometric Light Profiles (IES) | β | |
| Global Illumination | β | |
| β³ Light Probe Volumes (Static GI) | β | |
| β³ Voxel Cone Tracing (Dynamic GI) | π¨ | |
| Color Temperature and Physically-Based Intensity | β | |
| Physically-Based Materials | β | |
| Standard PBR Material with complex material models | β | |
| Shader-Based Materials using RSL (RSX Shader Language) | β | |
| Node-Based Carbon Material System | β | |
| β³ Expose Parameters and Variations | β | |
| β³ Surface Materials | β | |
| β³ Decal Materials | β | |
| β³ Particle Materials | β | |
| β³ Terrain Materials | β | |
| β³ Sprite Materials | β | |
| β³ Post-Processing Materials | β | |
| β³ Carbon Material Instancing | β | |
| Meshes and Animations | β | |
| Static Meshes | β | |
| Skeletal Meshes (Rigged Meshes) | β | |
| Morph-Shapes | β | |
| Inverse Kinematics | β | |
| Node-Based Carbon Animation State Machines | β | |
| Multi-Threaded Animation System | β | |
| Animation Editor | β | |
| Animation Blending | β | |
| Multiple Animation Layers with Masking | β | |
| Bone Component (Scene Objects can read or modify the pose) | β | |
| File Import | β | |
| β³ FBX (Binary and ASCII) | β | |
| β³ USDC, USDZ | π | |
| β³ GLTF, GLB | β | |
| β³ OBJ | β | |
| CAD File Import and Tessellation (Requires Teams plan) | β | |
| β³ Native Formats such as (Catia, Solidworks, Creo etc.) | β | |
| β³ Portable Formats such as (STEP, IEGS, IMF etc.) | β | |
| Mesh Editor with Look-dev, UV Viewer, Animations and Physics Setup | β | |
| Physics Simulation | β | |
| Rigid Bodies | β | |
| Soft Bodies | β | |
| Cloth | β | |
| Primitive Colliders | β | |
| Mesh Colliders (Convex and Triangle) | β | |
| Compound Colliders | β | |
| Player Controller | β | |
| Sensors and Triggers | β | |
| Constraints | β | |
| Complex Vehicles | β | |
| β³ Vehicle Editor with Simulation Preview, Curve Editors and Configuration | β | |
| Ragdolls | π¨ |