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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This "engine" is just an Editor. A complex one for sure but is still an editor that at the end of the "editing session" will generate code, such as C++. Therefore you will always be limited by the available features of the engine and the generated code. To do more, you need to hand code your own algorithms, which is also true for the Unreal Engine.
Take the examples, for instance. What is seen is the end result of a combination of variables, such as the available CPU+GPU power at the time of the game's release, the code generated by the two engines and the possible hand coded tweaks by the programmers and artists working together. Arkham City, can't be loaded with the hardware requirements for ME1. If comparison is to be done, the variables need to be static for both, then look at the hair results.
This issue will be resolved one way or another with Andromeda's "graphical freedoms" using the new gen consoles. But, I bet a t1t for a tat, that hair will be bald/ short for humans, and non-existent for most of the aliens, if not all, from the game's animation sequences. That's because hair animation is too costly to do.
Want to know more?
source: http://www.awn.com/a...ir-down-tangled
source: https://www.youtube....h?v=9K-Gv4XVb10





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