http://www.watch.impress.co.jp/game/docs/20050929/3dinis.htm
Zenji Nishikawa uploaded his detailed report on the presentation by clearing NDA, with 1024x576 directfeed screenshots...
+ The engine, nFactor2, is an in-house engine by Inis that utilizes multicore processor and SM3.0 GPU.
+ FP10 (7e3) HDR + tone mapping
(pupil simulation by dynamic tone mapping)
http://www.watch.impress.co.jp/game/docs/20050929/ini04.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini05.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini06.htm
(HDR bloom/glare)
http://www.watch.impress.co.jp/game/docs/20050929/ini07.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini08.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini09.htm
+ Normal maps, parallax maps (details created by Zbrush)
http://www.watch.impress.co.jp/game/docs/20050929/ini13.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini14.htm
+ Light-Space Perspective Shadow Maps (LSPSM)
http://www.watch.impress.co.jp/game/docs/20050929/ini32.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini33.htm
+ The shader was written in assembly at first but was converted to HLSL which resulted in some preformance gain. The performance of creating soft penumbra for LSPSM could be doubled thanks to dynamic branching supported by PixelShader 3.0
http://www.watch.impress.co.jp/game/docs/20050929/ini34.htm
+ 2x AA is applied to scene rendering without penalty thanks to eDRAM
+ Physics engine is NovodeX suitable for multicore
+ Hair physics is an original implementation by Inis, which is running on CPU and GPU.
(hair and accessary driven by physics)
http://www.watch.impress.co.jp/game/docs/20050929/ini41.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini42.htm
(more physics demo)
http://www.watch.impress.co.jp/game/docs/20050929/ini43.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini44.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini45.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini46.htm
Besides, Inis revealed the rendering pipeline of nFactor2.
http://www.watch.impress.co.jp/game/docs/20050929/ini47.htm
Its average polygon count per scene is 150,000. As Vertex Shader works in the first 5 passes, apparently GPU processes about 750,000 polygons/frame, so it's still Pixel Shader intensive.
+ Pass 1/2 - Shadowmap
(rendered by LSPSM into FP24, D3DFMT_D24FS8 depth buffer)
http://www.watch.impress.co.jp/game/docs/20050929/ini48.htm
+ Pass 3 - Z buffer prepass
(Deferred Rendering, which is fast in Xenos thanks to depth buffer resident in eDRAM)
http://www.watch.impress.co.jp/game/docs/20050929/ini49.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini50.htm
+ Pass 4 - Shadow color
According to the developer, this pass was originally included in the pass 5, but was separated due to sub-par performance. He suggested texture cache was hindered by shadow rendering pass. 5x5 Gaussian filter for soft shadow might have destroyed the locality of texture cache in color rendering. Nishikawa speculates that Xenos has relatively small number of transistors because of removal of some cache memory while having more registers for multithreading, so Xbox360 may require Xenos-specific optimization unlike cache-rich NVIDIA GPU.
http://www.watch.impress.co.jp/game/docs/20050929/ini51.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini50.htm
+ Pass 5 - Color, lighting
Diffuse, normal map, environmental map, gloss mapping etc. Lighting by all light sources in a scene is done in this pass.
http://www.watch.impress.co.jp/game/docs/20050929/ini52.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini50.htm
+ Pass 6 - 11 - Luminance instrument
Scanning HDR-rendered frames to get average luminance. It has relatively small GPU load as it's only framebuffer processing by Pixel Shader.
+ Pass 12 - 19 - Bloom/Glare
Adding blur to places with higher luminance than average in a low-res buffer, then blend with rendering target
http://www.watch.impress.co.jp/game/docs/20050929/ini54.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini50.htm
+ Pass 20 - Tonemapping
pupil simulation (dynamic exposure adjustment)
http://www.watch.impress.co.jp/game/docs/20050929/ini55.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini50.htm
+ Pass 21 - Depth of Field
http://www.watch.impress.co.jp/game/docs/20050929/ini56.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini57.htm
http://www.watch.impress.co.jp/game/docs/20050929/ini58.htm
The rest is about the breakdown of threads which was covered before in this thread.
One new revelation is, in an experimental version of the demo it had used 5 HW threads, but in the demo shown at the presentation uses 4 HW threads with Thread 0 running both main game loop and rendering engine.