Source: https://doc.babylonjs.com/lite/02-feature-comparison

# Feature Comparison — Babylon Lite vs Babylon.js

This page maps the feature gap between **Babylon Lite** and **Babylon.js (BJS)**, category by category. It is the honest, detailed view of what Lite supports today, what is partially supported, and what it intentionally won't support — so you can decide whether Lite fits your project.

> **Babylon Lite is not a replacement for Babylon.js.** The two engines move forward side by side. Lite optimizes for the smallest bundle and the highest performance on WebGPU; Babylon.js optimizes for the broadest, most mature feature set with WebGL **and** WebGPU support. Closing the gap below is our top priority — features land in Babylon.lite as isolated, tree-shakable modules, so the engine grows without bloating your bundle.

## Legend

| Symbol | Meaning                                           |
| ------ | ------------------------------------------------- |
| ✅     | Supported                                         |
| ⚡     | Partial — a subset is implemented; see notes      |
| —      | Not yet available                                 |
| 🚫     | Won't support — out of scope by design            |
| ★      | Lite advantage — area where Lite leads Babylon.js |

---

&lt;!-- AUTOGEN:feature-comparison START — generated from lab/lite/docs/feature-comparison.html by scripts/gen-feature-comparison.ts. Do not edit between these markers by hand. --&gt;

## Rendering API

| Feature                           | Lite | BJS | Notes                                                                                                                          |
| --------------------------------- | :--: | :-: | ------------------------------------------------------------------------------------------------------------------------------ |
| ★ WebGPU                          |  ✅  | ✅  | Lite is WebGPU-exclusive — zero abstraction overhead                                                                           |
| WebGL 2.0                         |  🚫  | ✅  | Not planned — WebGPU only by design                                                                                            |
| WebGL 1.0                         |  🚫  | ✅  | Not planned — WebGPU only by design                                                                                            |
| 4× MSAA                           |  ✅  | ✅  |                                                                                                                                |
| Depth / Stencil Buffer            |  ✅  | ✅  | depth24plus-stencil8                                                                                                           |
| HDR Rendering                     |  ✅  | ✅  |                                                                                                                                |
| Tone Mapping                      |  ✅  | ✅  | Image processing pipeline                                                                                                      |
| Exposure / Contrast               |  ✅  | ✅  | Via ImageProcessingConfig                                                                                                      |
| Canvas Resize Handling            |  ✅  | ✅  | Automatic per-frame                                                                                                            |
| Draw Call Counting                |  ✅  | ✅  |                                                                                                                                |
| EffectRenderer / EffectWrapper    |  ✅  | ✅  | Scenes 74-76 — direct swapchain renderer plus RTT task path                                                                    |
| Fullscreen Effect Passes          |  ✅  | ✅  | Single fullscreen triangle, no vertex/index buffers                                                                            |
| Effect RenderTarget Output        |  ✅  | ✅  | Scene 75 — render effect into texture, then use it in a material                                                               |
| Effect Texture Bindings           |  ✅  | ✅  | Scene 76 — Texture2D + sampler binding via setEffectTexture()                                                                  |
| Frame-Graph RTT Material Override |  ✅  | ✅  | Scene 110 — offscreen pass renders selected meshes with an override material and camera, then samples the RTT in the main pass |

---

## Materials

| Feature                                    | Lite | BJS | Notes                                                                                                                                                                                                                                                                                                                                        |
| ------------------------------------------ | :--: | :-: | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| PBR Metallic-Roughness                     |  ✅  | ✅  | Full GGX / Smith / Schlick BRDF                                                                                                                                                                                                                                                                                                              |
| PBR Specular-Glossiness                    |  ✅  | ✅  | KHR_materials_pbrSpecularGlossiness                                                                                                                                                                                                                                                                                                          |
| Standard Material (Blinn-Phong)            |  ✅  | ✅  | Diffuse, specular, ambient, emissive                                                                                                                                                                                                                                                                                                         |
| Mesh Vertex Colors                         |  ✅  | ✅  | PBR automatic; Standard via enableStandardVertexColors() opt-in (Scene 267)                                                                                                                                                                                                                                                                  |
| Background Material                        |  ✅  | ✅  | Ground plane + skybox rendering                                                                                                                                                                                                                                                                                                              |
| Normal Mapping                             |  ✅  | ✅  | Cotangent frame, invertNormalMapX                                                                                                                                                                                                                                                                                                            |
| Emissive Textures                          |  ✅  | ✅  |                                                                                                                                                                                                                                                                                                                                              |
| Occlusion (AO) Maps                        |  ✅  | ✅  | ORM texture packing                                                                                                                                                                                                                                                                                                                          |
| Metallic Reflectance Map                   |  ✅  | ✅  | metallicReflectanceTexture support                                                                                                                                                                                                                                                                                                           |
| Specular Anti-Aliasing                     |  ✅  | ✅  | getAARoughnessFactors when normal map present                                                                                                                                                                                                                                                                                                |
| Alpha Blend / Alpha Test                   |  ✅  | ✅  | OPAQUE, BLEND, MASK modes                                                                                                                                                                                                                                                                                                                    |
| Double-Sided Rendering                     |  ✅  | ✅  |                                                                                                                                                                                                                                                                                                                                              |
| Opacity Textures                           |  ✅  | ✅  | With depth-write disabled for transparent                                                                                                                                                                                                                                                                                                    |
| Bump / Height Mapping                      |  ✅  | ✅  |                                                                                                                                                                                                                                                                                                                                              |
| Lightmap Textures                          |  ✅  | ✅  | Standard material UV2; PBR via opt-in enablePbrLightmap() + setPbrLightmap()                                                                                                                                                                                                                                                                 |
| Ambient Textures                           |  ✅  | ✅  |                                                                                                                                                                                                                                                                                                                                              |
| Reflection Textures                        |  ✅  | ✅  | Spherical + planar coord modes                                                                                                                                                                                                                                                                                                               |
| UV Scaling / Offset                        |  ✅  | ✅  |                                                                                                                                                                                                                                                                                                                                              |
| UV2 Channel                                |  ✅  | ✅  | For lightmaps and AO                                                                                                                                                                                                                                                                                                                         |
| Node Material                              |  ✅  | ✅  | NME snippet parser with lab-proven core, compatibility, PBR, math/modes, color, UV/texture/procedural, normal/screen/depth/matrix/scene-state, loop, and storage blocks (Scenes 60-89)                                                                                                                                                       |
| Shader Material                            |  ✅  | ✅  | WGSL-only ShaderMaterial with typed uniforms, samplers, defines, alpha blend/test; opt-in enableShaderMaterialVisiblePacketUpdates() defers hidden packet system/resource work, including grouped opaque members; plain storage meshes can explicitly borrow GPU-produced indexed indirect arguments without count readback (Scenes 159-163) |
| Material Plugins                           |  ✅  | ✅  | Opt-in enableMaterialPlugins() — custom WGSL injection on PBR/Standard, zero bundle cost when unused (Scene 217)                                                                                                                                                                                                                             |
| Material Stencil                           |  ✅  | ✅  | Opt-in enableMaterialStencil() — per-material stencil write/test (mask & discard) on Standard/PBR/Shader; zero bundle cost when unused                                                                                                                                                                                                       |
| PBR Clear Coat                             |  ✅  | ✅  | Scene 19                                                                                                                                                                                                                                                                                                                                     |
| PBR Sheen                                  |  ✅  | ✅  | Scene 21                                                                                                                                                                                                                                                                                                                                     |
| PBR Anisotropy                             |  ✅  | ✅  | Scene 23                                                                                                                                                                                                                                                                                                                                     |
| PBR Subsurface / Translucency              |  ✅  | ✅  | Scene 26 — thickness map, translucency, tint                                                                                                                                                                                                                                                                                                 |
| Material Variants (KHR_materials_variants) |  ✅  | ✅  | Scene 27 — runtime variant selection                                                                                                                                                                                                                                                                                                         |
| PBR Iridescence                            |  ✅  | ✅  | Native PBR thin-film iridescence (Scene 177); NME iridescence remains covered separately by Scene 87                                                                                                                                                                                                                                         |
| Grid Material                              |  ✅  | ✅  | Procedural GridMaterial parity with @babylonjs/materials (Scene 213)                                                                                                                                                                                                                                                                         |

---

## Lights

| Feature                  | Lite | BJS | Notes                                                                                                            |
| ------------------------ | :--: | :-: | ---------------------------------------------------------------------------------------------------------------- |
| Hemispheric Light        |  ✅  | ✅  |                                                                                                                  |
| Directional Light        |  ✅  | ✅  |                                                                                                                  |
| Point Light              |  ✅  | ✅  |                                                                                                                  |
| Spot Light               |  ✅  | ✅  | With cone angle + exponent falloff                                                                               |
| Multi-Light (N lights)   |  ✅  | ✅  | Dynamic UBO packing                                                                                              |
| Per-Mesh Light Inclusion |  ✅  | ✅  | Scene 111 — includedOnlyMeshIds-style light selection across Standard, PBR, NME, and supported shadow generators |
| Light Intensity / Color  |  ✅  | ✅  | Diffuse + specular per light                                                                                     |
| Area Lights              |  —   | ✅  |                                                                                                                  |

---

## Cameras

| Feature                   | Lite | BJS | Notes                                                                                                              |
| ------------------------- | :--: | :-: | ------------------------------------------------------------------------------------------------------------------ |
| Arc Rotate Camera         |  ✅  | ✅  | Orbit / zoom / pan / inertia                                                                                       |
| Auto-Framing (fitToScene) |  ✅  | ✅  | Default camera for loaded models                                                                                   |
| Free Camera               |  ✅  | ✅  | Scene 18, 24, 25 — WASD/arrow controls                                                                             |
| Geospatial Camera         |  ✅  | ✅  | Globe-orbit camera (center/yaw/pitch/radius) with fly-to + controls (Scene 225)                                    |
| Orthographic Projection   |  ✅  | ✅  | Any camera via enableOrthographicCamera() opt-in; live/animatable bounds, aspect-derived or off-center (Scene 268) |
| Follow Camera             |  —   | ✅  |                                                                                                                    |
| Universal Camera          |  —   | ✅  |                                                                                                                    |
| VR / XR Camera            |  —   | ✅  |                                                                                                                    |
| Device Orientation Camera |  —   | ✅  |                                                                                                                    |

---

## Mesh & Geometry

| Feature                  | Lite | BJS | Notes                                                                                                  |
| ------------------------ | :--: | :-: | ------------------------------------------------------------------------------------------------------ |
| Sphere                   |  ✅  | ✅  | Configurable segments                                                                                  |
| Box                      |  ✅  | ✅  |                                                                                                        |
| Torus                    |  ✅  | ✅  | Configurable thickness/tessellation                                                                    |
| Ground Plane             |  ✅  | ✅  |                                                                                                        |
| Ground from Heightmap    |  ✅  | ✅  | GPU texture → vertex displacement                                                                      |
| Thin Instances           |  ✅  | ✅  | add / remove / set / flush API                                                                         |
| Observable Transforms    |  ✅  | ✅  | ObservableVec3 auto-dirty on mutation                                                                  |
| Transform Hierarchy      |  ✅  | ✅  | Version-based lazy world matrix, IWorldMatrixProvider on all entities                                  |
| Clone Transform Node     |  ✅  | ✅  |                                                                                                        |
| Cylinder                 |  ✅  | ✅  | Cylinder / cone / prism via diameterTop/Bottom                                                         |
| Plane                    |  ✅  | ✅  | size or width/height                                                                                   |
| Disc / Ring              |  ✅  | ✅  | Configurable arc & tessellation                                                                        |
| Polyhedra                |  ✅  | ✅  | 15 BJS presets, flat & smooth normals                                                                  |
| Ribbon / Tube / Extrude  |  ✅  | ✅  | Path3D parallel-transport frames, closePath/closeArray, cap modes                                      |
| CSG / CSG2 (Boolean Ops) |  ✅  | ✅  | Scenes 90/91 — legacy mesh CSG plus Manifold-backed CSG2 subtract, intersect, and union/add operations |
| Instanced Meshes         |  🚫  | ✅  | Won't support BJS InstancedMesh API; use thin instances instead                                        |

---

## Skeleton & Animation

| Feature                         | Lite | BJS | Notes                                                                                                      |
| ------------------------------- | :--: | :-: | ---------------------------------------------------------------------------------------------------------- |
| Skeletal Animation              |  ✅  | ✅  | GPU bone textures (rgba32float)                                                                            |
| 4-Bone Skinning                 |  ✅  | ✅  | JOINTS_0 / WEIGHTS_0                                                                                       |
| 8-Bone Skinning                 |  ✅  | ✅  | JOINTS_1 / WEIGHTS_1                                                                                       |
| Morph Targets                   |  ✅  | ✅  | Up to 4 targets, position + normal deltas                                                                  |
| Animation Groups                |  ✅  | ✅  | play / pause / stop / seek / loop / speed                                                                  |
| Linear Interpolation            |  ✅  | ✅  |                                                                                                            |
| Step Interpolation              |  ✅  | ✅  |                                                                                                            |
| Cubic Spline                    |  ✅  | ✅  |                                                                                                            |
| Deterministic Seek              |  ✅  | ✅  | Fixed-timestep for parity testing                                                                          |
| Animation Blending              |  ✅  | ✅  | Weighted blend, cross-fade, and additive animation groups (Scenes 155-158)                                 |
| Animation Masking               |  ✅  | ✅  | AnimationGroupMask include/exclude target-name filtering; opt-in, zero bundle cost when unused (Scene 251) |
| Animation Events                |  —   | ✅  |                                                                                                            |
| Animation Weights               |  ✅  | ✅  | AnimationGroup weight control through AnimationManager                                                     |
| Vertex Animation Textures (VAT) |  ✅  | ✅  | Baked skeletal animation played on the GPU, incl. per-instance thin-instanced VAT (Scenes 218-219)         |

---

## Environment & IBL

| Feature                    | Lite | BJS | Notes                                       |
| -------------------------- | :--: | :-: | ------------------------------------------- |
| Babylon .env Files         |  ✅  | ✅  | RGBD cubemap decode                         |
| HDR Panoramas (.hdr)       |  ✅  | ✅  | Equirect → cubemap → prefiltered IBL        |
| Image-Based Lighting       |  ✅  | ✅  | Split-sum approximation                     |
| BRDF Lookup Table          |  ✅  | ✅  | Pre-baked PNG, RGBD compute decode          |
| Spherical Harmonics        |  ✅  | ✅  | Irradiance from environment                 |
| DDS Cube Skybox            |  ✅  | ✅  |                                             |
| Cubemap Skybox             |  ✅  | ✅  | 6-face cube texture                         |
| HDR Skybox                 |  ✅  | ✅  |                                             |
| Ground + Skybox Background |  ✅  | ✅  | Fresnel ground opacity, premultiplied alpha |
| Fog (Linear / Exp / Exp²)  |  ✅  | ✅  |                                             |
| Environment Rotation       |  ✅  | ✅  |                                             |
| Environment Skybox Blur    |  ✅  | ✅  | Continuous fractional cubemap LOD           |
| Reflection Probes          |  —   | ✅  |                                             |

---

## Shadows

| Feature                     | Lite | BJS | Notes                                                                                                      |
| --------------------------- | :--: | :-: | ---------------------------------------------------------------------------------------------------------- |
| ESM Shadows (Directional)   |  ✅  | ✅  | Depth + Gaussian blur passes                                                                               |
| Shadow Map Size Config      |  ✅  | ✅  |                                                                                                            |
| Shadow Bias / Darkness      |  ✅  | ✅  |                                                                                                            |
| Frustum Edge Falloff        |  ✅  | ✅  |                                                                                                            |
| PCF Shadows                 |  ✅  | ✅  | Spot + directional PCF (Scenes 18, 111)                                                                    |
| Cascaded Shadow Maps        |  ✅  | ✅  | Directional CSM, up to 4 cascades, PCF5, Standard + PBR receivers (Scenes 214-215)                         |
| Point Light Shadows         |  —   | ✅  |                                                                                                            |
| Spot Light Shadows          |  ✅  | ✅  | Scene 18 (PCF)                                                                                             |
| Material-Aware Shadow Depth |  ✅  | ✅  | Shadow material views and alpha-discard casters for Standard, PBR, and NodeMaterial (Scenes 116, 140, 141) |
| Contact Hardening Shadows   |  —   | ✅  |                                                                                                            |

---

## Loaders

| Feature                  | Lite | BJS | Notes                                                                                             |
| ------------------------ | :--: | :-: | ------------------------------------------------------------------------------------------------- |
| glTF 2.0 / GLB           |  ✅  | ✅  | Meshes, materials, skins, morphs, animations                                                      |
| .babylon Format          |  ✅  | ✅  | Meshes, standard materials, lights                                                                |
| Environment .env         |  ✅  | ✅  |                                                                                                   |
| HDR Panorama .hdr        |  ✅  | ✅  |                                                                                                   |
| Skybox Cube Textures     |  ✅  | ✅  |                                                                                                   |
| 2D Texture Loading       |  ✅  | ✅  | With mipmap generation                                                                            |
| OBJ / MTL                |  —   | ✅  |                                                                                                   |
| STL                      |  —   | ✅  |                                                                                                   |
| FBX                      |  —   | ✅  |                                                                                                   |
| KTX1 Compressed Textures |  ✅  | ✅  | Scene 25 — ASTC / BC / ETC2 auto-format + PNG fallback                                            |
| KTX2 Textures            |  ✅  | ✅  | Scene 112 — KHR_texture_basisu glTF texture sources                                               |
| Basis Universal (.basis) |  ✅  | ✅  | Scene 36 — transcoder fetched from BJS CDN; BC7 / ASTC / ETC2 / BC3 auto-select + RGBA32 fallback |

---

## glTF 2.0 Extensions (Khronos + vendor)

| Feature                             | Lite | BJS | Notes                                                                               |
| ----------------------------------- | :--: | :-: | ----------------------------------------------------------------------------------- |
| KHR_materials_pbrSpecularGlossiness |  ✅  | ✅  | Archived ext — mapped to metallic-roughness (Scene 6)                               |
| KHR_materials_variants              |  ✅  | ✅  | Scene 27 — runtime variant selection                                                |
| KHR_materials_unlit                 |  ✅  | ✅  | Scene 32 — base color output, no lighting                                           |
| KHR_materials_clearcoat             |  ✅  | ✅  | Scene 28 — glTF loader auto-wires clearcoat + roughness + normal textures           |
| KHR_materials_sheen                 |  ✅  | ✅  | Scene 29 — glTF loader with BJS-spec albedo scaling                                 |
| KHR_materials_anisotropy            |  ✅  | ✅  | glTF loader auto-wires strength + rotation (manual API: Scene 23)                   |
| KHR_materials_volume                |  ✅  | ✅  | glTF loader auto-wires attenuation + thickness (Scene 30); manual API Scene 26      |
| KHR_materials_transmission          |  ✅  | ✅  | Frame-graph scene-texture transmission (Scenes 30/33/112)                           |
| KHR_materials_ior                   |  ✅  | ✅  | Index of refraction override (Scene 30)                                             |
| KHR_materials_specular              |  ✅  | ✅  | Dielectric specular intensity/color (Scene 30)                                      |
| KHR_materials_iridescence           |  ✅  | ✅  | glTF loader auto-wires factor/IOR/thickness and packed texture channels (Scene 178) |
| KHR_materials_emissive_strength     |  ✅  | ✅  | HDR emissive multiplier (Scene 31)                                                  |
| KHR_materials_dispersion            |  ✅  | ✅  | Scene 212 — wavelength-dependent (chromatic) refraction on volumetric glass         |
| KHR_lights_punctual                 |  ✅  | ✅  | Scene 33 — point / spot / directional lights from glTF                              |
| KHR_texture_transform               |  ✅  | ✅  | Material-wide UV offset / scale / rotate resolved at load (Scene 29)                |
| KHR_texture_basisu                  |  ✅  | ✅  | Scene 112 — FlightHelmetKTX from BabylonJS/Assets                                   |
| KHR_draco_mesh_compression          |  ✅  | ✅  | Draco-compressed mesh geometry (Scene 30)                                           |
| KHR_mesh_quantization               |  ✅  | ✅  | Scene 211 — 8/16-bit quantized vertex attributes dequantized at load                |
| KHR_animation_pointer               |  ✅  | ✅  | Scene 34 — animate arbitrary JSON pointers (e.g. node visibility)                   |
| KHR_node_visibility                 |  ✅  | ✅  | Scene 34 — per-node visibility flag                                                 |
| KHR_audio / KHR_audio_emitter       |  —   | ✅  | Positional / ambient audio                                                          |
| KHR_xmp_json_ld                     |  ✅  | ✅  | Scene 210 — XMP JSON-LD metadata parsed and exposed                                 |
| EXT_mesh_gpu_instancing             |  ✅  | ✅  | Scene 35 — per-node instance transforms (TRS accessors → thin instances)            |
| EXT_meshopt_compression             |  ✅  | ✅  | Scene 211 — meshoptimizer bitstream decode (BrainStem skinned + animated)           |
| EXT_texture_webp                    |  ✅  | ✅  | Scene 37 — EXT_texture_webp source selection with browser-native decode             |
| EXT_texture_avif                    |  —   | ✅  | AVIF texture source                                                                 |
| EXT_lights_image_based              |  —   | ✅  | IBL specified in glTF asset                                                         |
| MSFT_lod                            |  —   | ✅  | Discrete level-of-detail                                                            |
| MSFT_minecraftMesh                  |  —   | ✅  | Minecraft-style voxel meshes                                                        |
| MSFT_audio_emitter                  |  —   | ✅  | Legacy positional audio                                                             |
| ExtrasAsMetadata                    |  ✅  | ✅  | Promote glTF `extras` to `metadata.gltf.extras`                                     |

---

## Textures

| Feature                | Lite | BJS | Notes                                                                                        |
| ---------------------- | :--: | :-: | -------------------------------------------------------------------------------------------- |
| 2D Textures            |  ✅  | ✅  |                                                                                              |
| Cube Textures          |  ✅  | ✅  |                                                                                              |
| Solid Color Textures   |  ✅  | ✅  | Procedural 1×1 fill                                                                          |
| GPU Mipmap Generation  |  ✅  | ✅  | Compute shader mipmaps                                                                       |
| sRGB Handling          |  ✅  | ✅  | Format-based gamma correction                                                                |
| Sampler Configuration  |  ✅  | ✅  | Filter, address mode, anisotropy                                                             |
| InvertY Control        |  ✅  | ✅  |                                                                                              |
| Procedural Textures    |  —   | ✅  |                                                                                              |
| Video Textures         |  —   | ✅  |                                                                                              |
| Dynamic Textures       |  —   | ✅  |                                                                                              |
| Render Target Textures |  ✅  | ✅  | Frame-graph RTT + sampled Texture2D, including pass-local material override (Scenes 75, 110) |
| Multi-Render Targets   |  —   | ✅  |                                                                                              |

---

## Math Utilities

| Feature                                     | Lite | BJS | Notes                                                                                                                                                                                                       |
| ------------------------------------------- | :--: | :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Vec3 / Vec4                                 |  ✅  | ✅  | add, sub, scale, dot, cross, normalize, lerp                                                                                                                                                                |
| Mat4 (4×4 Matrix)                           |  ✅  | ✅  | Multiply, inverse, lookAt, perspective, compose                                                                                                                                                             |
| Quaternion                                  |  ✅  | ✅  | Slerp, toMatrix, from Euler                                                                                                                                                                                 |
| Color3 / Color4                             |  ✅  | ✅  |                                                                                                                                                                                                             |
| ObservableVec3                              |  ✅  |  —  | Auto-dirty on mutation (Lite-specific)                                                                                                                                                                      |
| LH Column-Major Layout                      |  ✅  | ✅  | Aligned with WGSL/WebGPU conventions                                                                                                                                                                        |
| ★ High-Precision / Floating-Origin Matrices |  ✅  | ⚡  | Scenes 200/201 — F64 matrix caches + eye-relative floating-origin upload remove far-from-origin jitter at ~5e6 world units; BJS offers useHighPrecisionMatrix but not the eye-relative floating-origin path |

---

## Architecture & Developer Experience

| Feature                    | Lite | BJS | Notes                                                                                                      |
| -------------------------- | :--: | :-: | ---------------------------------------------------------------------------------------------------------- |
| ★ 100% Tree-Shakable       |  ✅  | ⚡  | Zero module-level side effects in Lite                                                                     |
| ★ Minimal Bundle Size      |  ✅  |  —  | Dramatically smaller than BJS for same scene                                                               |
| ★ Zero Side Effects        |  ✅  |  —  | No register*() at import time, no globalThis                                                               |
| ★ One-Way Data Ownership   |  ✅  |  —  | Components are plain data; scene is sole owner                                                             |
| ★ Materials Own Shaders    |  ✅  |  —  | Self-contained material + pipeline units                                                                   |
| TypeScript                 |  ✅  | ✅  | Strict typing throughout                                                                                   |
| Vite Native                |  ✅  | ⚡  | First-class Vite integration                                                                               |
| Familiar BJS-like API      |  ✅  | ✅  | Easy migration for BJS developers                                                                          |
| Hot Material Swap          |  ✅  | ✅  | Object.defineProperty setter + rebuild queue                                                               |
| Dispose / Cleanup          |  ✅  | ✅  | Full GPU resource cleanup on dispose                                                                       |
| GPU Frame Timer            |  ✅  | ✅  | Optional zero-cost GPU frame profiling via WebGPU timestamp queries (setGpuTimingEnabled)                  |
| Multi-Canvas / Multi-Scene |  ✅  | ✅  | One engine drives many canvases/scenes via createSurface; GPU resources are device-scoped (Scenes 227-228) |

---

## Advanced Features

| Feature                                 | Lite | BJS | Notes                                                                                                                                                  |
| --------------------------------------- | :--: | :-: | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Physics Engine                          |  ⚡  | ✅  | Havok Physics V2 subset (Scene 40); no Ammo.js/Cannon.js/Oimo compatibility layer                                                                      |
| Particle System                         |  —   | ✅  | CPU + GPU particles                                                                                                                                    |
| Post-Processing Pipeline                |  ✅  | ✅  | Frame-graph tasks include generic fullscreen passes, Bloom, depth of field, TAA, SMAA, and final image processing/tone mapping. Scene 187 covers SMAA. |
| GUI (2D / 3D UI)                        |  —   | ✅  |                                                                                                                                                        |
| Sprites / SpriteManager                 |  ⚡  | ✅  | 2D layers, depth-hosted sprites, facing/axis-locked/cutout billboards (Scenes 50-57); not the full BJS SpriteManager API                               |
| Gaussian Splatting                      |  ✅  | ✅  | .ply / .splat / .sog / .spz loaders, transform baking, material plugin fragments, depth rendering, and GPU picking (Scenes 120-129)                    |
| Octree / Frustum Culling                |  —   | ✅  |                                                                                                                                                        |
| Level of Detail (LOD)                   |  —   | ✅  |                                                                                                                                                        |
| Ray Casting / Picking                   |  ✅  | ✅  | GPU ID pass + CPU ray/triangle details, normal/UV helpers, thin-instance and deformed mesh coverage (Scenes 113-115)                                   |
| WebXR / VR / AR                         |  —   | ✅  |                                                                                                                                                        |
| Glow / Highlight Layer                  |  —   | ✅  |                                                                                                                                                        |
| Screen-Space Reflections                |  —   | ✅  |                                                                                                                                                        |
| SSAO                                    |  —   | ✅  |                                                                                                                                                        |
| Lens Flare                              |  —   | ✅  |                                                                                                                                                        |
| Volumetric Light Scattering             |  —   | ✅  |                                                                                                                                                        |
| Decals                                  |  —   | ✅  |                                                                                                                                                        |
| Solid Particle System                   |  —   | ✅  |                                                                                                                                                        |
| Fluid Rendering                         |  —   | ✅  |                                                                                                                                                        |
| Bones IK                                |  —   | ✅  |                                                                                                                                                        |
| Navigation Mesh                         |  ⚡  | ✅  | Recast V2 with crowds, obstacles, links and raycasts (Scenes 170-175); optional pure-JS Navcat queries, solo generation, links and debug (Navcat demo) |
| Device Lost Recovery                    |  ✅  | ✅  | Opt-in per-kind WebGPU device-loss recovery via enableDeviceLost*Recovery APIs (Scene 164: Scene)                                                      |
| OffscreenCanvas / Worker Rendering      |  ✅  | ✅  | Engine runs unchanged on a DOM canvas or an OffscreenCanvas transferred to a Web Worker (Offscreen demo)                                               |
| Text Rendering                          |  ✅  | ✅  | GPU text renderer with layered layout + editor (Scenes 180-181)                                                                                        |
| Gizmos                                  |  ✅  | ✅  | Position / rotation / scale, bounding-box, camera + light gizmos on a utility layer (Scenes 221-224)                                                   |
| Geometry Buffer Renderer                |  ✅  | ✅  | Frame-graph geometry renderer producing normal / depth / position textures; feeds DoF + CoC (Scenes 145-149)                                           |
| Large World Rendering (Floating Origin) |  ✅  | ✅  | Camera-relative rendering + multi-region physics for huge world coordinates (Scenes 200-209)                                                           |
| Scene Optimizer                         |  —   | ✅  |                                                                                                                                                        |
| Asset Manager                           |  —   | ✅  |                                                                                                                                                        |
| Scene Serialization                     |  —   | ✅  |                                                                                                                                                        |

&lt;!-- AUTOGEN:feature-comparison END --&gt;

---

## How to read the gap

- **✅ on both sides** means the feature is covered in Lite to parity with Babylon.js — validated by a pixel-diff against Babylon.js where a parity scene exists.
- **⚡ on Lite** means a meaningful subset is available today; the notes describe exactly what is and isn't covered. These are the most likely candidates to fully finish next.
- **— on Lite** means the feature isn't available yet. If your project depends on one of these, Babylon.js is the right option today — and let us know, because your feedback will help shape the Lite roadmap.
- **🚫 on Lite** means the feature is intentionally out of scope (e.g. WebGL, the classic `InstancedMesh` API). These reflect deliberate design trade-offs that buy Lite its size and speed; use the noted alternative (e.g. thin instances).

This table tracks the current state and will be updated regularly as the gaps close between Babylon.lite and Babylon.js.

## Next steps

- 🚀 **[Getting Started](https://doc.babylonjs.com/lite/01-getting-started)** — install Lite, learn the mental model, and render your first scene.
- 🛝 **[Lite Playground](https://doc.babylonjs.com/lite/04-playground)** — try covered features live in your browser, no setup required.
- 🔁 **[Porting Guide](https://doc.babylonjs.com/lite/03-porting-guide)** — translate a Babylon.js scene to Babylon Lite, side by side.
- 🧱 **[Architecture docs](https://doc.babylonjs.com/lite/architecture/00-overview)** — deep dives into the engine internals.
- 🏠 **[Welcome](https://doc.babylonjs.com/lite)** — the big-picture introduction and "which engine should I use?" decision tree.
