![]() ![]() If you jump through the hoops that raster engines require, you can build really nice looking scenes that can render in seconds per frame compared to minutes in a path traced engine, but you have to build your shaders with real knowledge of how things should behave under the hood and faking pretty much everything that you would get in a path traced engine "for free"*. The "realtime" moniker is only because game engines in general are raster engines and actual real time for gameplay but if you have done cine style animation in Unreal you will also understand that you don't get 30/60 fps while rendering intense animations. While polycounts are important, the bigger issue generally is textures, EEVEE is fast but it is not real time for anything, its a raster engine. Not to create dispute, but how does the real time rendering work with a bigger sized scene with 50+ million polygons?
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