Another simple test with Brigade 2. I've managed to make the camera follow the vehicle while it's driving, which greatly enhances the immersion. I've also added a ramp to the scene:
4 spp with frame averaging, note the diffuse color bleeding from the floor onto the blocks at the left:
In a next test I will add some spiffy looking and highly detailed architecture to the scene (untextured at first). This image shows color bleeding and the use of diffuse, glossy, perfectly specular and refractive materials, all path traced in real-time:
Videos of this scene will be posted tomorrow.