It looks great in a lot of respects, but I can't help but notice the aliasing. In the example scene at the top, when in motion, it probably looks like there's a snow storm going on in the foliage and on most of the wall/floor textures.

To me good anti-aliasing strategies is the single most important factor when it comes to graphics. I don't really care about things looking realistic or whatever, but I do care about my screen not being full of moving, weird, and distracting grainy patterns.

This involves more than just softening the edges around polygons. There's also textures that contain shapes and the borders in textures with transparency to think about (usually foliage).

My go-to solution in games with lackluster anti-alias is to just render them at a super-high resolution (4k/8k) and downscale, but that's not great for performance usually. You can compensate a bit because you won't need as much anisotropic filtering and such if you downscale, but even on expensive hardware that's not a solution in all games.

To get to the point: In some older games I've seen blurring (possibly due to hardware limitations) of further-away detailed textures reducing aliasing. I'd love to see that technique revived in more modern games, possible with the help of AI to detect patterns/edges on textures that may be susceptible to aliasing, and selectively running those through a filter - basically shifting the work from the artists having to design textures that don't create artifacts to something automatic.

In general good AA tends to be a second-class citizen in many modern game engines, partly because of how their renderer is configured by default (looking at you, Unreal). I really wish it wasn't so.

This release primarily constitutes a massive rendering API rework. You can think of it more as a foundation that makes it easier to implement better rendering features in the future.

If you check the release notes, you'll see HDR/Bloom support was dropped at the last minute, and several other major rendering features are still pending implementation. [0]

The great part about Bevy is that it's modular, so you can swap out the renderer if you like. For example, there's already several people using Bevy with Embark's kajiya renderer.[1]

[0] https://bevyengine.org/news/bevy-0-6/#more-renderer-features

[1] https://github.com/EmbarkStudios/kajiya