[citation][nom]schizofrog[/nom]Doesn't this just prove that the engine was lame to start with and was never fully developed for decent hardware even for the time? I mean come on, a mobile phone is supposed to have the same power as a gaming PC thats a few years old? Even at lower resolutions that doesn't stand up.The so called death of PC gaming isn't anything to do with piracy, just look at the success of WoW and Steam... No it is developers who produce mediocre releases because they are too busy trying to just cash in rather than concentrate on quality.[/citation]
I agree with what you are saying. but it's not the engine's fault, it is the underlying hardware's fault. or maybe it's awesomeness!! fact of the matter is that the Iphone3GS architecture is pretty much the same as the xbox360!! the good news is I don't think this is soo much because there hasn't been enough improvement in hardware lately, but because the current hardware architecture is now so customizable that it doesn't need to change all the time. I'm talking about shaders! even the source engine continues to live, with quite big improvements between HL2 and HL2 ep 2 without needing a new engine. before shaders, hardware was changed dramatically to add new functionality because there was no customize ability through software.
I'm talking of course about technology here, the thing that dictates whether an engine is compatible with hardware or not.
of corse there is a massive power difference between the 3GS and the 360, just like current PC Gfx cards are around 10 to 20 times more powerful than the ones in the 360 and ps3. but catering to different power levels is as easy as toning down res, texture res, model detail, and shader detail, it doesn't require you to change engines.
the fact that the unreal engine scales so dramatically is a good thing, and a testament to its great design, and the customizability of the programmable pipeline architecture.
However, as I said before, I do agree that game makers aren't trying enough to push the boundaries anymore, this let up in innovation to some extent is also what has allowed the current architectures and engines to mature so nicely, because everyone has been focusing on making games as easy as possible to make, not focusing on making them more awesome for us!
and while this is good for the industry, for us it simply means that instead of a few awesome games that are constantly pushing the boundaries, we get lots of mediocre crap that is just a rehash of a game that came out a few months ago.
as good as shaders and stuff are, they would not have been able to mature so cleanly if they were still pushing the boundaries so harshly as they were up to hl2.