Ostsol said:
Well, by advanced, I mean closer to an offline renderer.
A fully general, all realtime soft-shadowbuffer renderer, which has multiple different shadow-map techniques, including the guy's own "Displacement Shadowmapping". In the engine, you can also up the samples arbitrarily and there are many different quality levels.
In UE3, shadowbuffers are only for static lights shadowing certain dynamic objects. Also moving lights cast hard shadows everywhere, including dynamic objects. Sweeney has said licences can extend the buffer support to a fully universal one, but then there are still all the shadowbuffer issues with biases and such, which Epic didn't take the time to solve.
So in short, this engine supports realtime soft-shadows everywhere and can literally do the pixar quality rendering Carmack was talking about, whereas, Epic still isn't quite there. Of course Epic has many other subsystems which completely kick-ass and the tools are second to none, so I doubt Epic will lose its lead!
I really want to see these guys go somewhere, I pray Epic doesn't buy them!