@Toku & @lamefun , actually all of the screenshots that @TheDushan have been posting are not renderer2. Renderer2 makes use of features from OpenGL2 and some from OpenGL3. It does have a lot of nice more advanced improvements than the old Tremulous renderer, like specular and normal mapping, work on sun shadows, work on the sunlight, improvements to dynamic lighting, etc.
The screenshots @TheDushan has been showing is from the new OpenWolf engine that we will be working on switching to for the next major version after Tremulous 1.3. OpenWolf’s renderer goes way beyond what renderer2 has to offer, @TheDushan has been working on full implementation of OpenGL4 features. He has features such as physically based rendering (pbr), and tessellation, overhauled shadows from all lighting, dynamic skyboxes, and much much more. It also scans what features your system can support, and automatically disables the features your system doesn’t support. Additionally he has been working on optimizing the performance with all of the fancy advanced features enabled.
As @lamefun suggested in his previous post, @TheDushan has been testing out the most extreme aspects of the available features to work out bugs, and take the renderer capabilities as far as he can take it. It is probably safe to say that this renderer will be the most advanced one available for any idtech3 based game available so far. From what I have seen personally from initial tests so far in-game, this renderer looks comparable with even latest commercially available game engines like UE4 and id Tech 6.
Still, something that I think @TheDushan should consider is implementing a Vulkan backend instead of OpenGL4. We were a bit hesitant on that since at the time there weren’t any Open Source options for supporting Vulkan for macos, but now there is for both macos and iOS:
Vulkan is suppose to have all of the feature capabilities of OpenGL4, but with better optimizations, additionally Vulkan is intended to be OpenGL’s successor.