funny jokes men, kek>>504618
Yes, the software has radically changed. The look of it should already be apparent enough. You'll notice the Viewport 2.0 and the options it has when you go to "Renderer" above the viewport. I can use DirectX 11 or OpenGL and thus doesn't need a workstation card to be accelerated anymore. There's the revamped modeling toolkit, revamped Hypershade, streamlined Node Editor to replace the connection editor. Bifrost dynamic volume fluid sim, XGen hair generation/groom and general instancing tool, better sculpting of course, mentalray integration has greatly improved, color-space management is simpler, goedesic voxel binding gives you much better base skin weighting, the menus along the top are better organized, new UV brushes that let you interactively "sculpt" your UVs in a sense and slice/sew them, better Unfold3D algorithm from Softimage has been implemented to replace the old unfold algorithm, ShaderFX is a node-based shader programming feature that lets you export code to HLSL, CG and GLSL, and can be used in Unreal/Unity or viewed directly in the VP2.0 so you don't need to keep exporting to your game-engine to see how it will look. And so much more has changed since the 2008 and even 2010 version, too much to cover in one post... but the software has really become amazing now and is why most studios have no switched to it.