Atomontage Engine™ now performs much better than it ever did.
The re-written parts of the renderer boosted the performance by 400% and at some situations by over 1000%!
Right, the modern GPUs, I mean the GPUs from 2004 and up, are definitely well suitable for massive voxel scene rendering
with per-pixel or even sub-pixel geometry details in real-time.
The industry will change. It must!
The Indirect Illumination effect is an almost entirely CPU-based solution.
It performs well but it is clear that it will get maybe up to 10 times faster after the non-intelligent part of the code is moved to the GPU (and even much faster with a properly optimized code).
The Depth of field and Bloom effects are a pre-shader solution (so is the rest of the renderer).
As such they would most probably work on any archaic PC with OpenGL 1.2.1 or so if it supported OpenGL Frame-buffer object.
These effects as well as the rest of the renderer will get faster and better with shaders.
The last three screenshots show what I call render-atoms.
Temporarily such atom is an atomic chunk of data (re-)optimized for rendering before it is plot on the screen.
The shiny squares or segments are groups of render-atoms that were invalidated in the past and needed to be re-optimized for hi-speed rendering.
Click on any image to view its full-size version.
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Armored vehicle model by WormSlayer