Q2BSP (CURRENT)
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Q3BSP:
high-level shader language
fog rendering
advanced lightmaps
VALVE 220 (HLBSP):
Materials (Primative Stage)
Specific gibs per material
Specific sound per material
Better water movement
Q4BSP:
MegaTexture technology
dynamic range rendering
VENGENCE (UNREAL2):
per pixel lighting
bump mapping
pixel shaded water
improved terrain texturing and lightmapping
highly optized terrain detail mesh renderer