A couple weeks back I started to design a decent deferred framework for Meadow5 and some other things. It's starting to take shape so I figured I'd post up a few shots. This is all WIP stuff.
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The above screenshot is the current maximum composite. The HDRR can be disabled in the framework. I intend to add other things like SSAO and a film grain later. Each will have quality settings. The HDRR is still very much a work in progress. I started it 8-10 hours ago and the tone mapping code is placeholder. There is no 1x1 luminance gather.
The deferred system itself runs entirely on CTVMinimesh and the geometry buffer is an fp16 MRT. Even at 1920x1080 on a Mac Mini(NV9400M) I can push upwards of 30fps.
Currently geometry types added to the deferred system include CTVMesh, CTVLandscape, CTVMiniMesh and I've started on particles. I will add actors once I have particles completed.
It's very easy to add geometry and lighting to the backend.
m_Lighting->CreateLight(m_Camera->GetInternal()->GetPosition(), RGBA(1, 0.6f, 0.6f, 1), 50, true);
int IDNew = m_Geometry->LoadStatic("media\\zelda.tvm");
m_Geometry->SetStaticPosition(IDNew, m_Camera->GetInternal()->GetPosition());
m_Geometry->SetStaticScale(IDNew, Vector3(0.15f, 0.15f, 0.15f));
m_Geometry->SetStaticPhysics(IDNew, MAKO_DYNAMIC_BODY, 10);
All geometry types have Get() functions for their TV3D bases, as do things like the physics engine of course.
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The above screenshot shows CTVLandscape. I had it working with splatting by using a seperate colour buffer. However, I dropped this idea in favour of building my own texturing scheme into my terrain class. The idea is to make painting and sculpting easier.
The shots may look dark, the crap tone mapping is doing that. It's currently more placeholder than anything, I am going to add luminosity, auto-exposure and blue shifts.
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Minimesh, I consider this slow. I'm going to take a look at Zak's increased constants stuff. I tried to get hardware instancing working, but alas, epic fail.
makoParticles(45% complete. Still working on semi-transparency and I have to add quality settings for z-feathering.).
makoBoned(0%, skinned geometry.).
makoShadows(Design stage. Combination of static and dynamic mapping, cubic and directional. Low, Medium and High qualities. Shadow culling.).
makoTerrain(10% complete. Need to add painting and sculpting features.).
makoNature(Design stage. Ponds, Lakes, Oceans. Fog, Sky, Rain, Snow, Sleet, Wind.)
makoFog(Design stage. Volumetric and traditional.).
makoPortal(Design stage. Portal visibility culling.).
GeomBuffer(Need to add depth and material id passes.).
All Geom(Need to add material pixel code -- plastic, metal, skin etc etc.).
makoFSM(Finite State Machine for simple AI).
There are other things. I'll add as I go.