This was intended for home consoles while games for smartphones, PlayStation Vita and Nintendo 3DS still use the MT Framework Mobile & Lite engines.
Graphics techniques used in the Deep Down demo included tessellation (actors cloak); with deferred rendering implementing dynamic lightsources; and surfaces rendered including diffuse and specular light reflections with surface roughness implemented by the Oren–Nayar reflectance model; global illumination calculations (such as light from a dragon's fiery breath) were estimated using the 'voxel cone tracing' method (with 1 specular 'ray' and an approximation to 12 dodecahedrally situated 'rays', sampled at a lower resolution, for diffuse reflectance); moving light sources including flames were modeled using a 64x64x64 voxel (voxel cube size ~0.5m) implemented as 3D textures stored in a Mipmap like structure.
[8] Further technology demos showcasing fluid simulations of fire and smoke in the Panta Rhei engine were released in August 2013.
[9] The tech demo demonstrated the engine's use of volume-based simulations of fire (also used in the February 2013 Deep Down video), as opposed to less functional 2D "billboarded" (see Sprite) based depictions.
[11] Further details of the game engine were discussed at a talk at CEDEC (CESA Developers Conference) 2014 given by Hitoshi Mishima (三嶋 仁) and Haruna Akuzawa (阿久澤陽菜).