I want to ask which type of lighting model(s) used in modern 3D games, say Crysis. Can Blinn-Phong alone is enough? What are other options? IMO Strauss is very flexible, but does not produce convincing enough results.
We're using normalized Blinn-Phong, with an approximate shadowing/masking term. For details check out "Real Time Rendering, 3rd edition". A lot of the ideas are from there.