AFAIK:
2 Pass rendering can increase FPS, so it can be nice.
But it also increases latency. So it's futile and annoying for Q3 or UT2K3, since latency is the most important factor there.
As for RPGs, where mostly smoothness is important, this could be really useful.
To know what "low hanging fruit" are left, it's a good idea to try to see what are the main problems in the GPU pipeline.
1. Memory Bandwidth. Where is most bandwidth used today, if we activate 4x AA?
First, Z Reads & Writes. Z Compression and Hierarchical Z is already used, and few things can be done here.
Second, Static Geometry. Vertices which aren't transferred over AGP every frame are read from memory every frame. Very little is done about that. A solution is compression done in the VS. This is currently possible, but few programmers use it. In the future, maybe it'll become more common if memory bandwidth becomes even more of an issue.
Third, Color Writes. This probably takes little memory bandwidth thanks to Color Compression.
2. Bottlenecks. Current architectures are either transform-bound or fillrate-bound. As I said in another thread, an idea might be to use shared calculators, so that bottlenecks doesn't really exist anymore. I'm not saying everything should be shared, but a good part.
Uttar