I am back!
Here is a screenshot of my "Radiosity Maker" its a deffered lighting engine capable of doing soft shadows with recycled shadoe maps, faked volumetric, SSAO, screen space reflections and more importantly after you place all your lights it will read your dynamic scene and generate the radiosity lights to do the indirect lighting. Here is screenshot which cant show all the effects but shows the lighting nicely. The deffered engine is based on entity's irrrender but with lots of additions.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
oh wow, those soft shadows are NICE - not a huge fan of the lensflare through the pillar but can't have everything, those shadows are alone worth a vote
Proposed entance to the labyrinth at Knossos..
SSAO Parameters must be tweaked for every scene.
The problem is getting some kind of general formula for these things.
Your're right. I use 24 bit RBG Packed/Unpacked depth which allowed me to
multiply the "Delta" in Depth_Compare() by a very high amount like 500.0
which seemed to stretch this "effective depth" area quite a lot. (it didn't work with 8 bit depth though)
More tests needed, but it looks cool so far. (I like your renderer!)