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PBR would indeed be nice, and probably is in the top five section of my wishlist of new features. Having separate diffuse-, specular-, gloss-, normal maps, as well as opacity maps is also high on my wishlist.
Another advantage of having an engine with something like Unreal Engine’s Blueprint system, is that it’s very easy to instance almost everything, meaning everything from calculations to textures and geometry. (Almost) every modern game engine has decent or good solutions for this, so this is not Unreal Engine exclusive. This would lower load times, performance hit, and it would also make it easy for modders to make multiple textures/ liveries for the same object. The way I see it – there might be a way I don’t know of – is that the texture path has to be defined in the geometry file, meaning that if I want another asset that has the exact same geometry, but different texture, I still have to duplicate the geometry file.