I don't think anyone is slagging whatever people do as a hobby for fun, people can even use Torque or GameGuru if they want. The implication is concerning "serious" development and the OP was talking about commercial use. There's no need to be defensive about what at this point are facts, not opinions.
TDM is certainly an impressive achievement in many ways but the fact remains that the engine still can't handle wide-open detailed worlds (even by 2004 standards) and modern polycounts, and this isn't going to change. Much of the content is on-par with mobile gaming by now, I would say. This is mainly due to lack of "real" LOD, so I don't mean swapping models off the hard drive but actually having the stages in the vertex buffer. Every time some new trick is implemented like fake-PBR or some post-processing shiny or soft shadows, the performance hit and possible affect on minimum system requirements is usually intolerably bad and not worth it compared to what engines like UE4 can already do with the same hardware and much higher framerates, with a LOT more content getting chewed and digested. This is simply fact.
A Commodore64 emulator written in Java that requires 8GB RAM and quad-core CPU at minimum before it will even show the splash screen, bogged down by layers upon layers of abstraction, does not impress anyone. And yes, they do exist.
TDM is certainly an impressive achievement in many ways but the fact remains that the engine still can't handle wide-open detailed worlds (even by 2004 standards) and modern polycounts, and this isn't going to change. Much of the content is on-par with mobile gaming by now, I would say. This is mainly due to lack of "real" LOD, so I don't mean swapping models off the hard drive but actually having the stages in the vertex buffer. Every time some new trick is implemented like fake-PBR or some post-processing shiny or soft shadows, the performance hit and possible affect on minimum system requirements is usually intolerably bad and not worth it compared to what engines like UE4 can already do with the same hardware and much higher framerates, with a LOT more content getting chewed and digested. This is simply fact.
A Commodore64 emulator written in Java that requires 8GB RAM and quad-core CPU at minimum before it will even show the splash screen, bogged down by layers upon layers of abstraction, does not impress anyone. And yes, they do exist.