FFS, read what I said.
I said that I didn't see the need for Maxon to focus on developing one themselves, and it's not high on the list of stuff Maxon needs to tidy up in C4D, as there are so many areas of C4D that have been left in the cupboard for years. We all know what they are. So I don't think Maxon needs to develop their own real-time renderer like Unreal has.
There's a perfectly good real-time renderer available to everyone which I gather is getting a lot of traction and use in the film industry. It's called Unreal Engine and Maxon have a whole page up mentioning how they're continuing to improve C4D's integration with it.
https://www.maxon.net/en/cinema-4d/features/unreal-integration
I think I'd rather Maxon keep developing C4D, and also keep improving their integration with Unreal Engine, rather than spending their development resources trying to create a separate real-time renderer that competes with Unreal Engine.
If I get really keen on real time rendering I'll probably (a) make sure I have a rig that can handle Unreal Engine, and then (b) spend time learning Unreal Engine, plus whatever integration methods work best with C4D (after I resub) rather than waiting around hoping that Maxon will develop their own real-time renderer designed to compete with whatever the Unreal Engine development budget has come up with.
Unreal Engine is great and it will keep getting greater in 2025, 2026 and 2027. Meanwhile C4D's character rigging could use improvement, C4D can't do fluids yet, and C4D's Bodypaint is older than some of the women I see in Melbourne pushing around kids in baby strollers. So I think Maxon should probably sort a few of those issues out first before they try to develop a brand new real-time renderer designed to compete with Unreal Engine's place in the film production market.