Deferred Pipeline w/ Physically Based Shading

It would have to be a much simpler version. If it supported point, spot and directional lights, some material properties (shininess if nothing else), some sort of shadows (2-3 sources, just 1 is also good) and some way to deal with transparancy, and run at 30-60fps on me good 'ol gpu, then I would LOVE it.

I’m not sure whats under the hood in unreal tournament 3, but that’s about the best my pc can run, and that’s what I’d expect in a deferred renderer (+aa, ut3 had none afaik).