Hey all!
I first heard of this project in February this year. I was quite surprised at it, I must say, but also, I expected this to come from the official build by this time (a bit hasty, I know, hahaha). Having said that, I am very impressed with what he has been enabled to do this far:
I played around with these a bit and honestly, I needed to re-watch the last video. Cycles' materials, imo, are more complicated than Blender Render's and he had to do some work-arounds. Very impressed nonetheless!
So here is my test image:
All textures here are procedural and this is in the viewport, not a final render (only the AA is as a result of rendering OpenGL). Everything here is truly real-time.
Having said that, there are many things that still needs to get done. There is no toon shader. What you see here is a colorramped diffuse BSDF. There is no freestyle - this is a game engine trick to give real-time outlines with the solidify modifier (with drivers, it can be made relative to the distance from the camera). The reflections are not perfect and vanish at certain angles and so on. It is super cool, despite it's short comings. It is worth a try, despite the additional learning curve. It's wonderful, because it is able to display some procedural textures in the viewport! Praise GOD for this work so far!
If you want to try this, of course 100% at your own risk, you can
visit Clement's website here.
Have a great one and GOD bless!!