We are about half way to volumetric particles now, thanks to the sterling work from AmenMoses and GraPhiX, and a little tweak from me along the way. The only two things missing now is to move the CPU based particle generation to a GPU shader dedicated to the task, and adding scene depth read so the particle quads don't cut into the scene to give the game away on how the volumetric technique works.
Even at halfway through you can see the new effects that will be possible with the next update, and I am excited to see what other particle effects are produced once the commands get a little airtime
Really liking the improvements to the fire effect, and I imagine a closer study of the latest games will see further improvements over time, though mostly administered at this point by great art rather than the antics of us code monkeys
If you feel we have missed any properties you might want to affect with the particles, let us know.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM