4 ms·
I think the problem is that the economics of offline rendering play out a bit differently. We've been doing offline rendering for a pretty long time now. And co
by Arelius 13y ago
I think the problem is that the economics of offline rendering play out a bit differently. We've been doing offline rendering for a pretty long time now. And compute resources keep going up vs cost and time significantly, but the price of rendering is so small versus the price of artists. That your bottleneck is always* going to be on the artists, and improvements in performance will always* be spent with improving visual fidelity once you get past a certain speed.
Turns out, if you want high-quality(All quality is relative) rendering that doesn't take much time at all, we can do it any modern game engine can output decent image in about 30 ms. And an even better one still quicker than a human can react. And there are tons of people which that is quite sufficient.
Videos from source filmmaker show that:
http://www.youtube.com/watch?v=WUhOnX8qt3I http://www.youtube.com/watch?v=WUhOnX8qt3I
http://www.sourcefilmmaker.com/ http://www.sourcefilmmaker.com/
Also see UE4 infiltrator:
http://www.youtube.com/watch?v=-bLOi3mo9NE http://www.youtube.com/watch?v=-bLOi3mo9NE
* I use always lightly here, that is of course not true on certain time scales.