If you are really interested, then it is easy to find detailed informations about the render model in Crysis:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html

It looks like they use deferred rendering: "In CryENGINE 2, we use a deferred rendering approach, by first rendering a z-pass and writing depth into a floating-point texture."

But I also read somewhere else, that they use a combination of deferred and traditional forward rendering. The new Torque3d engine does it in a similar way. I am not sure about Unreal3.

Foxfire is as far as I know the only one working on a similar solution for Gamestudio. The standard way to put just some shaders together will probably be too slow.


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