Thresh's Firingsquad heeft een paar pagina's online gekieperd over de nieuwe engine van Epic die de Unreal engine moet opvolgen. Als we dit lezen wordt TnL in de toekomst zeker een must, ze vergelijken het hebben van TnL met het draaien van Quake II met software rendering of met een 3D kaart:
We mentioned earlier that LOD had to be used or the game would slow down because of the strain on CPUs. So how is Epic avoiding this issue? Are they praying that maybe processors will break Moore's Law and suddenly get a whole lot faster? No, they're actually relying on hardware transform and lighting on video cards to deliver the goods.
That's right, the much-maligned T&L is actually useful. It was said that games won't take advantage of T&L until they're built around it, and this is precisely what's happening. Patching and late-development work like what Quake3 offered gave only marginal performance increases. Unreal's terrain rendering technology is built bottom-up with T&L in mind. Epic is saying that at the moment they don't think it will be a requirement to run the games based on it, but just something you will want to have. The transition was compared to trying to play Quake II in software mode, then switching to 3D-accelerated.