Engine status:
-------------------
November 16th, 2008
-------------------

-a new Omni Directional lighting system has been implemented. Dynamic lights can now cast shadows in all directions instead of only a 3D cone.
-support for unlimited dynamic lights has been added. Lights are now automatically turned on and off via an automatic light detection system that uses a KD tree architecture in consort with Gamestudio's BSP engine.
-the maximum number of views to be used at any given miment to render shadows can now be set with the MaxRender variable. There is no limit to the number of shadow cating lights, however, each light is a drin on the gpu and can dramatically lower framerate. Make sure to limit the MaxRender variable to conserve preformance, especially in complex scenes.
-each light's shadow map can now be retrieved using the GetShadowMap(Light*) function which returns a bmap pointer to the shadow map buffer.
-Percentage Closer Soft Shadows has been implemented.
-Sunlight has now been improved. You no longer need to create a light and update its position above the camera. The engine will automatically adjust the views to provide a large* area of shadow around the camera.
-*The SunQuality variable has been implemented. This variable controls the quality of dynamic sunlight. This must be between 1 and 10 where 1 is low quality and 10 is the highest quality. When set at 10, the sunlight has a resolution ratio of 1:1 per screen pixel at all times.


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