There’s you’re problem! You spent too much on a graphics card whose architecture was designed for DirectX 9, and you’re running DirectX 12 projects on it! A GTX 960 will give you better performance. A GTX 1060 will give you astounding jaw-dropping performance. A GTX 1080 would run the Kite Demo without much hassle at all. This engine really favors the Maxwell architecture, and I can only imagine the Pascal architecture would perform even better. If you’re using Kepler, you’re wasting resources. Shut down your computer immediately and spend a couple hundred on a GTX 1060 to run the engine with a large number of small components and tessellation smooth like butter: you won’t regret it. Again, more components, smaller components, then tessellation will work fine. DX 12 and new architecture handles draw calls like a piece of cake. That’s what you need to be doing.
Actually, a lot of people wanted forward rendering for translucent lighting! Some of Epic’s dev team was even helping me to make my own light vector in Blueprints and transplanting UE4’s GGX code to have some lighting on translucency, a ridiculous process that does not need to be undertaken if the engine simply featured forward lighting for specularity on translucency. This can help anyone with water and windows and anything glass or translucent that needs a specular highlight. It’s been infinitely more requested than spherical worlds, that’s for sure.
But how accurate is the terrain compared to Landscape? How fully featured is it? You can paint 8 different surfaces on Landscape, each with their own physical and visual material properties efficiently culled out and excluded. You can also have some pretty insane formations and smooth collision on landscape because of the accuracy of the 16-bit heightfield. Memory is not as much a problem nowadays as rendering complexity: more memory means less needs to be generated at runtime. All the generation happens in efficient LOD culling and tessellation to remove triangles. Keep in mind, Landscape works in the realms of kilometers and is immensely flexible and specifically accurate to whatever the artist wants to do, not small pieces.
And you can imagine all the people who are still upset today that Epic dropped SVOGI from their engine completely. I’m not sure why it’s so difficult to get better multithreading on this engine, but I’m pleased with the performance I’m getting. 6ms CPU time in editor on an i7. After I compile, 3ms at the most. You can get better performance gains saving GPU resources than CPU.
And I agree with you, VR feels like a fad that’s emerging only because it’s new technology and designers are sticklers for new technology. But can you imagine if Epic had the only engine incapable of VR? There are a LOT of studios getting into VR for more than just games: arch vis, commercial marketing, and scientific applications are all things I’ve experienced in VR just in the last two years. But just because Epic is developing that doesn’t mean you can’t build ambitious games anymore. You can do anything with this engine, within reason. The more specific you want something catered to you, the less a general engine will be able to provide. Personally, I want great GI for character lighting. I want Epic to either continue building LPVs and get them to the point where they function accurately in game, or bring back SVOGI so that dynamic scenes can have appropriate light bouncing. But I can’t just expect Epic to drop work on integrating DX12 to focus solely on something that looks a little bit better than Distance Field/Heightfield GI from skylights and dynamic directional lights. This engine will still make a dynamic scene look incredible, you just need to use the tools you’ve got to the best of their abilities.