But back to the graphics, rendering these graphics in realtime with a high framerate is definitely possible... but not presently feasible. The only problem I've noticed with the Unreal series and its graphics is as I just said: it's ahead of its time. Sure, there's hardware out there that can handle it no problem... but the average consumer can't afford it. I have a feeling that even when the next generation of consoles is released, they'll still struggle to handle the Unreal Engine at its full potential. But I guess someone has to raise the bar.
I remember when UT3 came out... I was so stoked. My gaming PC was probably only a year behind the top (affordable) components at the time... and I wasn't about to go spend $500+ on a new video card, ram, and all that. I figured I'd be able to run it decently enough... but boy was I wrong. I got 30 fps tops (and that was when nothing was going on!) and if you've played an FPS like Unreal competitively, you'd know that the only way you stand a chance at dodging rockets and sniping people midair and all that awesome stuff possible with the Unreal series... you need upwards of 60 fps, consistently. So I only played the new game for a couple of weeks before giving up. It's probably for the best too because I needed to concentrate on my studies haha... but the moral of the story is the entire game basically died within a few months because only a small handful of people could run it.