- Physically-based / Spectral Light Transport
- Unbiased and Direct Lighting / Ambient Occlusion
- Custom Sampling Algorithm (Custom MLT-like implementation)
- Multiple GPU Support
- Geometry Instances
- Render Passes
- Object Visibility (On / Off for Shadow Casting / Camera Visibility)
- Displacement Mapping
- Object Motion Blur
- Hair / Fur Primitives
- OpenSubDiv Surfaces
- Region Rendering
- Network Rendering
- HDRI + Sun Environment
- Packaging to .ORBX File (Archive of all Scene Data/Resources)
- Animation Support via Alembic Format
- Pause / Resume Render
- Built-in Firefly Removal Tool
- Info-Channel Kernel Mode
- Stereo Modes
- Post-Processing Settings
- Out-of-Core Textures Support
- Integration Kernal Tile and Sampling Control Options
- Volume Rendering
- Texture Animation Support
- Texture Baking System
- Deep Image Rendering
- Export to Octane Render Cloud Option
- Photoshop Compositing Extension
- Denoiser
- Octane AI System (for Out-of-Core Geometry, Emissive Objects, Sub-surface Scattering, Denoiser, and Viewport)
- Integrated Brigade Game Engine (for Low-Level API Game Engine Integrations)
- UDIM and Complex PBR Textures Support
- GPU Texture Compression