One simple example:

You want to make a FPS. OK, fine. In a FPS you need Outdoor and a lot of Indoor.
What about Portals? In Torque i can set Brushes (like the Blocks in WED) and give them the property "Portal". Thats the difference. I dont need a lot of time to let WED calculate the "Visibility". Instead i set the portals manually and it works great. Same with LOD. I can set the LODs for each models separately (Pixel Size, not a distance). The advantage is... i can activate the next LOD-Stage of unimportant models earlier.
These two features are very important for me.

But Torque has also a lot of disadvantages and is far from perfect.

@tkunze:
Quote:
I am personally really interested in any news about other engines but only on real - personal - experience instead of conclusions where i get the feeling they are only based on marketing information.


Advantages
- Ingame Terrain Editor
- Ingame Terrain Texture Painter
- Portals
- different LOD-Values for each model
- Ingame Lighting and Shadowing ( Lightmaps )
- a very good ModelViewer (ShowToolPro)
- a good ScriptEditor (separate product)
- Multiplayer ( blessing )
- TorqueScript ( complete object oriented )

Disadvantages
- Mounting
- Prototyping ( it is the hell to create a new project )
- bad Documentation ( looks like Dresden '45 )
- SourceCode of the Engine ( a little bit confusing )
- animated collision meshes are not detected
- entity movement
- handling of the camera

This is my assessment after two years with Torque (only TGE).