New test with the most recent Brigade 2 code, this time a scene with an animated sun over a moderately complex city scene (136k triangles), path traced at 24 spp per frame and 60 fps on 2 GTX 580s.
Video (running at 50 fps, 60fps without Fraps):
It's not clear from the video, but seeing the diffuse color bleeding from the ground onto the buildings get stronger while the shadows are moving is a real joy to behold:
Brigade allows real-time dynamic global illumination in a scene with the quality of a precomputed lightmap on static and dynamic objects and at the same time also does glossy and perfectly specular reflections. Even though I'm seeing it on my own machine, it's still hard for me to believe that this is possible today. And this is just the beginning, imagine an open world game like Riven with this tech.