No one knows what D II will look like yet. We are only suggesting here, Jurak.
As for Riftrunner, I began to form a more subtle idea through discussions, and Swen is not revealing every thing yet. He said they reworked the graphics back-engine and whatever that means!
However, random generation demands assembling the scene from 3D presets, while the character is assembled by us at start. Each screen frame being generated shall most probably be based on a pre-rendered background, on top of which many objects exist as sprites. Therefore the world of <img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> is basically new graphics called by the same engine of <img src="/ubbthreads/images/graemlins/div.gif" alt="" />

A true 3D hero technique has implications on the graphics quality due to polygons-only but not when those polygons are textured with bitmap skin. Curvature resolution sections must be sacrificed though, or else rendering time shall not be tolerated.

Still scenes of high resolution makes all the difference, but when we scroll a map or move the hero, the eye tend to integrate objects and resolution is not that important. The outline becomes of most importance. Adding to all that the glitter and glamour of some particle effects when casting spells should do the trick and we have a fabulous game.

<img src="/ubbthreads/images/graemlins/wave.gif" alt="" />