WRT doom3 shadows, i wouldnt even call them basic, as they're perfect. (which is part of the problem. theyre too perfect they show the geometry in all its flat-edgeness), actually i think quake3 had the same shadows (though this may be just mesh projected on the ground plane manner)
WRT stencil shadows apart from the pervertex work + fillrate etc personally i found the major problem with extruded geometry stencil shadows is that the geometry must obey the no open triangles.
the funny thing though doom3 (from 4 years ago) is still there leading the pack WRT unified lighting, ie its actually ahead of cod4,gears of war,resistance,halo3,unreal tournament 3 etc (ok it may not be in HDR but ultimately that is very minor compared to a nearly unified lighting model like in doom3),
(edit)4 years is a lifetime in computer graphics, finally killzone2 looks like its gonna advance from doom3 but that is what? gonna be >4years later, IMO thats an embarrassing large gap
WRT stencil shadows apart from the pervertex work + fillrate etc personally i found the major problem with extruded geometry stencil shadows is that the geometry must obey the no open triangles.
the funny thing though doom3 (from 4 years ago) is still there leading the pack WRT unified lighting, ie its actually ahead of cod4,gears of war,resistance,halo3,unreal tournament 3 etc (ok it may not be in HDR but ultimately that is very minor compared to a nearly unified lighting model like in doom3),
(edit)4 years is a lifetime in computer graphics, finally killzone2 looks like its gonna advance from doom3 but that is what? gonna be >4years later, IMO thats an embarrassing large gap