I thought there would be no discussion about the pace of work, the unreal engine facilitates development in some areas, but it is ridiculous to believe that building a totally new game on this engine is less work than making a few slight modifications to the graphics and the model tire, along with an alpha interface.
I think you guys are simply twisting some facts to make your favorite developer appear more efficient/better/faster/more passionate than they really are. There are no idiots in sim racing industry that's for sure. I got to tell you, I have my own share of beef on how things have been prioritized in the past when it comes to development desicions and focus for rF2, but what in hell makes you believe that S397 only made some "slight modifications" while Kunos are super heroes? S397 rewrote the complete graphics pipeline and back end, implemented the CS and a new UI technology. There have been tons of updates, new features and content that aren't slight modifications. I think many people completely underestimate core development of inhouse engines with modding support. And in that regard, UE is certainly more straight forward while developing a closed and very focused product than implementing each piece of your own core engine while having to worry about 3rd party content, hundreds of different technologies that are available in the different types of cars within rF2. There is no P2P, DRS, Kers, SC, BBW system needed in ACC. AKA time to work on something else that benefits GT3 or GT4 cars. The whole development pipeline is build in UE that allows very efficient workflows. Remember that rF2 was developed in a completely different way that is very far off from what it does now.
The whole graphics technology that S397 developed, with physics based rendering, screen space reflections, shadow systems that are still WIP, particles, HDR, PP etc etc. That stuff is there in UE from the get go and you can focus easily on other areas allready. VR support, multy platform support, UI, UX. I don't know if some of you guys have actually worked with UE, but reading some comments here I have the feeling that some of you never even worked with the UDK let alone any other game engine. The fact that people try to tell me that Kunos wrote their own engine for ACC speaks for itself. They used UE4, a multi puprose game engine build by Epic Games by hundreds of developers with crazy budgets, an engine that is designed to easily plugin custom engines where needed and with a huge selections of technology that is available on the market place. And that we are still discussing why focused and closed sims allow faster development cycles, makes me realize that my explainations are in vain anyway as soon as people see "their" developer not getting the hype that they deem necessary. And don't get me wrong. I acknowldege the success and focus that Kunos shows, but it's pretty clear for me where they have big advantages with ACC, aswell as obstacles that are preset by using an engine that is not inhouse.