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There is a difference?
If the dev cannot resolve the issue using the engine, it's a limitation of the tool used.
Of course there is a difference. One developer not being able to solve a problem with the engine (and that is a big assumption in the first place) doesn't mean the problem in with the engine.
Just look at games that used UE3, like Mass Effect. Look at the hair in Arkham City for example and compare with the trilogy, especially the first two games. The difference is brutal, the engine however, is the same.
What you're saying is basically if I wake up one day and have a Saturn V rocket waiting for me but am incapable to take it to the Moon it's the rocket faults, not mine.





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