I also added high-quality physical volumetric lighting. This feature allows for procedural atmospheric scattering and "god rays" to be rendered regardless of the camera's orientation.
I added a new struct "Lens" to control the camera's exposure, focus, wavelength, gamma range, adjustment speed, color mode, and field of focus. This is useful for customizing the HDRR, motion blur, depth of field, and tone mapping features.
I also added support for two new resolutions: 1080p and 1200p
Both have the option of using a downscaled lighting buffer with a full size color buffer (faster speed but high quality textures).
I added a very simple sub-surface scattering shading model that uses a "material density" texture to control how much light can pass through one side of an object to the other.
I switched to a much more robust and extremelly fast global illumination shading model that utilizes cubemap reflections and diffuse reflections in parallel with real-time ambient occlusion and color bleeding.
I added support for physically correct soft shadows. Shadows render penumbra hat harden on contact. shadows that are close to their caster are sharp and soften as they get further away from their caster. This requires two seperate passes so it is reasonably slower but produces amazing results.
-Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps