Well people know around here i tend to rant or write too much, so ignore if you dont want to waste 3 minutes out of your day...
For me personally, I greatly appreciate all the hard work that has been contributed by the community members in general to the github and to the media/assets associated with GG. Especially when it comes down to legitimately fixing things like scripting issues, soothingly groups, core functionality and etc.
On the topic of PBR I am aware that PBR is a big catch and buzz word in the game dev scene right now. In the Unity Marketplace for instance, I've actually been pushed there to create more PBR supported materials to "increase sales" and it seems Unity actually will promote packages with PBR support over DNS. This primarily is because Unity can support PBR with its 64 bit engine and is well optimized for it so its a very safe medium to work with in your project's workflow. So the expectation for that quality is there simply due to its available user-end resources. Game Guru however is very different. I could be wrong, but I don't believe the community (that's here at least), ever expected GG to support PBR. While they have provided some decent looking screenshots and videos for the marketing side of things.
From a game developer and game player user-end standpoint: GG runs as 32 bit so we have to be very mindful of the memory and GPU usage for projects that are intended to be finalized for standalone and played by varying user-end machines. Most games made with GG that are currently on steam have a high rate of crashes and stalls. (These however made prior to Preben's memory fixes. I have not yet tested Father's Island's latest build/version). These issues have resulted in some negativity towards the engine itself, as it had some very clear early optimization issues.
I would say that with GG and PBR materials you can have a lot of fun with them and create some fantastic looking scenes. Just for me personally, when it comes to optimization and making a full complete game, DNS is acceptable for me under the 32bit range of things. I personally have taken the Bethesda route and how they worked with 512x512 DNS textures for the most part with Fallout3; its kind of the safe route I've taken to ensure stability and avoid hitting the memory cap. No additional texture that PBR require. Personal preference. So the PBR DLC update news doesn't really do anything for me; As I'm more inclined to be excited for news related to engine bug fixes and feature improvements rather than tacked on and updated DLC items. All the while I'm happy there is still some updates of any kind going on and income generation efforts to keep GG breathing.
Like others, I have spent years contributing my time to fixing and bringing to life old content from FPSC over to GG and improving them where i can. Many many hours of mesh or tweak fixes. Digging through manually over 1000 files. its an interesting feeling seeing dozens of people create fantastic work with some of the contributed efforts Ive put in. I also attempted a bit of a hand on github to try to do some bug fixes and feature improvements of which was exciting at the time to be a part of, early on. I decided at the time not to accept any donations for the work that was done in those areas. As the community spirit was very much at its highest at that point from all fronts.
It all can get a bit weird feeling when its mixed up in a lot of business sort of things. That is when it gets a bit hairy for me. Mostly because I'm now but a broke man now struggling to get by who has very limited time for such incredibly amounts of voluntary work. I've recently gotten burnt out from working at this capacity, volunteer wise. I really commend those that still contribute freely or take part in the donated pool efforts.
I think as long as current contributors feel energized in what they are doing and are fine with the donations they are receiving, than that is fine. Just is a bit odd if those efforts are worked into some sort of company business model to have paid content worked on by members paid under the umbrella of donations by the community and not the company, at a low cost. I wont get too much into that, however as im not sure if contributors are being compensated by TGC with free model packs or other benefits or coin on top of those donations. I can see where rolfy is coming from in his post here.
With all that said, I'm proudly working full force on a Game Guru project. So I'm still very thankful for the continued development of the engine. From both contributors and TGC directly. I just know its best to work within the means of the limitation and not expect too much from the product in terms of all that.