Isn't Titanfall also 60FPS on consoles? I can understand it wouldn't be able to compete with games on UE3/4, Cryengine or Frostbite. Besides those engines being developed by huge companies that selling their engine is important to them. They all run at 30FPS. More time to do more expensive operations. Though, I am disturbed by the lack of more dynamic lights. CODMW1/2/3 and BO had tons of shadow mapping tossed around AND from the sun. I really thought that was cool even if the shadows lacked a filter on X360.
I haven't really been able to judge Source on shadow mapping. Sure, Portal 2 had a nice looking lighting from their flashlights/env_projectedtexture. But it fucking better. They had ONE shadow map rendered at a time. That rarely covered more than an entire room. Any game that does outdoor shadows has multiple shadow maps with a huge amount of coverage(which also has to do all this other culling and transforming). CS:GO does have pretty nice sun shadows. But I haven't got to play that game for so long, since the beta. And anything before ASW had awful shadow mapping. While ASW itself is probably not too bad, but I haven't tested shadow mapping in it for a while. I might take a HL2 or L4D2 map and load it in ASW while placing a few awesomely placed projectedtextures to see how it run(i'll though combine/rebels/zombies/infected in there so there's stuff going on).
ANYWAYS; I'm still curious as to what L4D3 will look and play like. Could end up being pretty cool. Though what interests me more is what the hell they have had to do with HL2EP3. Think about it, it's been in dev so long. It's most likely going to be on a branch of Source2, but it's probably going to end up with mixed quality aspects and design. Since it likely didn't start out on Source2, there's going to be some assets and designs that were built around older constraints/features, and some(and obviously the more important ones) that are built with far fewer and more modern constraints/features.