Since my mod is so big i created it as a torrent for those who would like to try it out
Warning you cannot run this on a mobile device not even on a laptop unless its one of the serious gamer versions.
Forget everything about intel onboard gfx cards this will only run decent on recent nvidia or ati cards the detail will knock your socks of though
It still has a few bugs but it works decently enough now that you might only notice if you really look close (hint rock textures especially one type of sharprock).
It has screen space ambient occlusion but its better to leave that option off as its rather buggy (mainly because the guy who made the mod had to hack around the limitations of the arb2 shader system to create the depth texture).
theres also a cellshading option but it looks weird but some might like it i leave it off normally.
The doom3 menu was replaced with a new menu which allows setting 16/9 resolutions and is generally much higher quality than the old one. It still needs a little work in places as it sometimes hangs if you let
the demo at start run to finish, else it works fine. Theres a submenu called FX menu at the bottom where you can toy with the different sikkmod settings.
Small list of sikkmods options are
depth of field types.
color grading (Lut / Math) Lut is genrally faster but might not work well everywhere.
sunshafts.
lensflares.
HDR lightning.
Bloom.
SSAO and SSIL. SSAO is a bit broken you can try it out though but some scenes get a weird box effect at large distances.
Movement blur.
Important.
If you want max detail set your resolution to the max your monitor can handle then go to the advanced tab in the system menu and set texture quality to very high.
save and doom3 will reload the renderer automatically (probs of the new menu).
Use HDR and SSIL not SSAO as its buggy enable whatever else you like in the FX menu besides maybe the cell shader and then start a game, you might not recognize doom3 hehe

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Parralax mapping is on by default but there are other types you can toy with in the glprogs folder (there all for parralax mapping besides the folder called relief) if you want to try relief mapping you need to drag the pak004.pk4 over the normal2depth tool in the base folder and let it run till it finishes. then copy the interaction and test.vfp from the relief folder to the base of the glprogs folder and start a new game, relief should now be on.
Warning POM is very GPU intense tbh it rivals crysis in regards to requirements but the detail speaks volumes about why. It might fry your gfx card though if its not somewhat recent (im not going to tell you how you can do it im not that evil

but with some tweaking you can bring even two 560 GTX ti in sli to there knees with this pack hehe believe me i tried

) better not to go beyond that point as my gfx card temps where reading 120" after 20 secs ouch and they are watercooled

Productivity is a state of mind.