Finding papers is not the problem (we read them), the implementation is. Deferred shading would be easy if there wasn't a giant Lua API allowing raw OpenGL access at pretty much every rendering stage, and if all current FFP/non-GLSL code were dropped entirely (realize what those points mean for us and the userbase: major cleanup and abstraction would be required across all renderer components, all widget/gadget drawing would have to be MRT'ed, all players with Intel GPU's would be cut off, etc). It is also too complex to make optional.
A nicer post-processing pipeline that includes SSAO (for which there is even a half-finished shader widget floating around, iirc) and bloom effects is a more realistic goal, but still hairy enough. Spring just is a victim of its own flexibility and age.
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