<https://torque3d.org/forums/topic/1524-epic-upping-the-ante-again/#comment-12785>
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"Let's steer back on topic shall we.  .  .    Tech demos such as these are in essence a flex and often are never intended to suggest how things should be done. developing a framework that can handle millions of polygons and massive textures with dynamic scaling without a noticeable performance hit is impressive. Full stop. The best way to showcase it is to push it millions of polygons and massive textures. To me, the point of them demo seemed to be letting the engine do more and more of the heavy lifting. Dynamic global illumination, cave echos, flocking \"boids,\" IK animations; it's largely taken off the plate of the artists and level designers and put onto the shoulders of the engine. Of course it won't be perfect and changing the industry standards will take time (if it ever happens at all).    @Duion is probably right about a Torque showcase. There are things that Torque can do well and should show those things off. Being \"small\" or unique is immaterial. Having a good pool of art that is at least visually comparable to other engines is important, but I don't know if trying to prove to be Unreal's contemporary is a good idea. "
<https://torque3d.org/forums/topic/1524-epic-upping-the-ante-again/>