Well there are so many things I'd like to try out

...instancing, a better subsurface-scattering than I'm using in the skin shader that I hacked together, shadowmapping with actual lightrays (lit fog in the air), global illumination using light propagation volumes (LPV) or even a voxel based approach, etc.

But it's not just the engine that causes problems.. it's also my knowledge and hardware limitations.



POTATO-MAN saves the day! - Random