I'm really, really disappointed with next-gen lighting engines so far. Doom 3, Riddick, and Splinter Cell just whetted my appetite for bigger, better, and badder realtime lighting engines. I remember when Carmack unveiled the Doom 3 engine, he said he realized that what makes and object register with our eye as "real" is almost entirely its interaction with light. Having seen the results, I buy into that philosophy 100%. HDR is nice. High res textures are nice. Lots of geometry is nice. Good-looking smoke is nice. But if the light doesn't play across surfaces correctly, and if shadows aren't cast at correct angles with proper projection, shape, and definition, or if characters cast shadows that look completely different from those in the rest of the environment (I detest sharp-edged shadow volumes combined with soft, fuzzy environmental shadow maps), it just doesn't jump out as "next-gen" to me. Instead, it makes me feel like there's still a lot of life in the ol' Wavebird/S/Dual Shock yet. I want Unreal Engine 3 and updates of the Doom 3 engine, not Renderware Plus.