Have to agree with xXxGuitar511 and disagree with OrangeBrat (like always, sorry Brat). But this demo shows parallax mapping, projected textures, reflection, refraction, depth of field, real-time shadows, particles, volumetric fog and 500,000 polygons - all at the same time.

I checked a little corridor (a model no blocks) with a few hundret polygons and a simple 2-light-normal-map shader in Gamestudio and get less fps.

Check it out yourself. You cannot do this in GS.

TheExpert:
I checked some other demos of this engine and they show really impressive physics, animated robots walking correctly on top of a terrain, water with physical correctly swimming objects, tons of physics objects at the same time and much more.
This demo is quite slow because of 500,000 polygons and a dozen shaders working at the same time plus volumetric fog at the ground and real-time lighting.

Did you try to enable those flying fireballs in the demo? Look at the real-time shadows: soft, fast and no visual errors. This is amazing.


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