this is what GG need to have:
Next-Gen Power
HDR
Deferred rendering
Physically based BDRF shading
Terrain CLOD
Dynamic lights
cascade shadow mapping
dynamic threaded occlusion culling
Image Based Illumination system
OCEAN
Multi-threaded FFT simulation
Gerstner simulation for local shore waves
Vertex displacement with Automatic LOD
Multi-layered tiled normalmaps
Subsurface scattering
Foam system
Realtime reflections
Refraction with Chromatic aberration
Water density
SKY
Completely procedural
HDR
Night & Day cycle
Dynamic Clouds dome
Billboard clouds
Highly parametrizable
Atmospheric Scattering
hardware instancing
FFT ocean simulation
atmosphere scattering
dynamic clouds sysyem
night and day cycle
SSAO and SSGI
dynamic reflection
Mesh LODs
TERRAIN
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Advanced Terrain Editing and Rendering
In-editor sculpting
In-editor Texture splatting
Global colormap
Automatic Global Normalmap On-The-Fly Generation
Can import external 16 bit heightmaps
Terrain Ambient Occlusion
Automatic CLOD
Roads
Rivers
Fences
Vegetation system
VEGETATION
Procedural wind-based movement
Terrain Heightmap adapting
Splatting On Terrain
Color variance basing on position
PHYSICS & AI
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Advanced high level facilities
Physx support
Rigid bodies
Ragdolls
Vehicles
Joints
Buoyancy
Waypoint path finding
Automatic terrain path generation
Steering behaviour
Message system
Tactical point helpers
Rich foundation library for controlling tactics
ASSETS IMPORTING
Drag ‘n’ Drop
Extensible via C++
FBX, DAE, 3DS, OBJ support for models & animations
TGA, PNG, TIFF, DDS support for Textures
WAV support for sounds