So how's the 'shadows on statics' part coming along? Progress? Do we know where/what shader is used for stencil shadows in vanilla?
I don't think anyone is even working on that yet.
Here is an idea I was thinking of, concerning the performance of my SSAO shader. I was playing Borderlands, and noticed that their ambient occlusion appears to fade in very quickly whenever something changes in the scene (such as when you open a locker to loot it). I'm not sure if they use textures for their ambient occlusion and the fading in is just it loading those textures, or if it is generated in real time, but that made me think about spreading the processing of my shader across several frames. Take 4 SSAO samples per pixel per frame and have them accumulate over several frames, rather than take 32 samples per pixel every single frame.
Attempting something like that would require me to be able to render the SSAO to a separate frame buffer, though, and it might introduce some ghost darkening at lower frame rates (something I could control easy enough with a script tweaking shader variables), but hopefully that would be a good trade-off for the potential gains in performance and sampling quality.
Anyways, I guess my question is, what are the chances we can create our own frame buffers for more advanced, time dependent, effects?