Well, according to Mr "Robert Beckebans" the entire renderer from BFG was ported to vanilla Doom 3 for his commercial project. Though
that still doesn't tell you whether you need to throw out some vanilla map\asset\script etc features to get it working... (So the word possible
may be relative...)
He also claimed to have changed the light rendering to a forward plus implementation and added his parallel split shadow map implementation
prior to doing the BFG port operation. That yielded performance improvements similar to BFG but he choose to do the BFG port since it
would also improve the general infrastructure for the engine and grant better multi-core scaling.
A pity he is keeping this work behind closed doors until he either has completed the commercial project or switches to UE4....
