The developers' goals when creating the engine were described as being able to drive good looking games running at 1080p on 60 fps but also reintroduce real-time dynamic lighting which was largely removed from id Tech 5. The engine still uses virtual textures (dubbed "MegaTextures" in id Tech 4 and 5) but they are of higher quality and no longer restrict the appearance of realtime lighting and shadows. Physically based rendering has also been confirmed. A technical analysis of "Doom" found that the engine supports motion blur, bokeh depth of field, HDR bloom, shadow mapping, lightmaps, irradiance volumes, image-based lighting, FXAA, volumetric lighting/smoke, destructible environments, Water Physics, Skin sub-surface scattering, SMAA and TSSAA anti-aliasing, directional occlusion, screen space reflections, normal maps, GPU accelerated particles which are correctly lit and shadowed, triple buffer v-sync which acts like fast sync, unified volumetric fog (every light, shadow, indirect lighting affects it, including water caustics / underwater light scattering), tessellated water surface (on the fly without GPU tessellation. Caustics are dynamically generated and derived from water surface), and chromatic aberration. On July 11, 2016, id Software released an update for the game that added support for Vulkan. Following Carmack's departure from id Software, Tiago Sousa, who had worked as the lead R&D graphics engineer of several versions of the CryEngine at Crytek, was hired to lead development of the rendering. Bethesda's Pete Hines has commented that while id Tech 6 reuses code written by Carmack, most of the decisions made about the engine's direction were taken after he left.