Hi guys, as you know our team is busy with big projects right now, and of course we are working with other engines on them. Our russians have won the Unigine Contest, and our main developement is UDK stuff.
http://www.arkhamsoft.com/arkhamboard/viewtopic.php?t=350
However, i took the time during the holidays to check out what happened to FPSC, and I run now on a office machine (no fancy developement station, just an old core2Duo with 2Gig Ram and X1900 crad) the latest 1.18 beta with wasp mod beta, bonds shaders for pp bloom and segments, and several other enhancements.
I`m pretty impressed.
If you make higher res textures on the segments with good Normal and Spec (Illu) maps, if you do the same with the objects you have, if you stick to a game and level design that focuses on scary or fancy interiour settings, if you use lights and asset distribution well, if you have really good characters (bond quality or better), if you have a huge laod of model packs, especially when it comes to weapons AND improve the meshes slightly and the textures heavily, if you put a lot of effort into soudn design, if you tweak a little bit on the darkAI stuff, you can make a game that can be sold on steam or other plattforms for 19.90 easily.
And that`s one of the biggest compliments I can think of.
I want hereby congratulate all of those who were working towards that achievement. Not only codewizard Lee, but of course all of the community guys involved in pushing the limits further. Especially the AI can be tweaked now to a level that matches or even overcomes many "out of the box" AIs in big commercial engines. Still you need a decent fpi scripting skill, but hell, you have done a great job.
Edit - PS:
On a Test level with the size of a small FPS tutorial level, including 1 ally and several foes and all segments shadered, i have 40+ FPS at 1920*1080 resolution and max quality. That with Core2Duo at 2*1.8 GHZ, 2Gig RAM, ATiX1900.
Awesome!