<https://torque3d.org/forums/topic/1524-epic-upping-the-ante-again/#comment-12913>
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"They say somewhere that they bring the billions and trillions of polys down to 20 million that are actually rendered in the scene and 20 million is very possible to render, I already did a scene with 20 million polys in Torque and there are some games that already push close to that number.    Regarding if creating assets that detailed is harder I would say yes and no, no because a good artist usually starts with high poly and then reduces it for the final game and yes because to create photoscanned objects you need new hardware and software and put more work in there than before. It can take hundreds of photos to create a photoscanned art asset and later it has to be optimized by hand again, well in case of Epics super tech maybe that step can be skipped. The problem is still that creating photoscanned assets you are limited to things that exist in the real world for real and if you want to scan larger objects you need aircrafts to scan them.    The game engine market is a bit of a scam anyway, since indies will not be able to create such high quality, only if they use the big proprietary engines, with other proprietary software that already has pre-build assets that cost extra money in most cases and even then, big studios can afford much more of those. "
<https://torque3d.org/forums/topic/1524-epic-upping-the-ante-again/>