RenderTargets is equal to GPU render, is or not? And what's different between CPU render and GPU render?

RenderTargets is equal to GPU render, is or not? And what’s different between CPU render and GPU render?

I dont recall there being a “cpu render” in any engine, but they do have a cpu cost in addition to the gpu cost they have.

What do you mean by a CPU render, in Unreal, there’s no CPU rendering setup just like in other programs. (Houdini, etc).
Well, if you don’t have an external GPU it might use the integrated graphic card, that’s a different story.

Render Targets is a clever tool where we can move some of the heavy tasks in the CPU to GPU. This is how the Unreal Landmass Plugin alter the landscape in the GPU.

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@arunoda @anonymous_user_5d2d3469
I dont understand CPU rendering also, but i can find some webpages talk about the difference between and maybe someone could declare, for example:
http://www.elecfans.com/baike/computer/fuwuqi/20180106611522.html

The links you gave are for offline renderers (they mentioned Redshift & V-Ray). UE4 is a game engine, so it only uses GPU rendering, which uses your graphics card to render the image.

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The links you gave are for offline renderers (they mentioned Redshift & V-Ray). UE4 is a game engine, so it only uses GPU rendering, which uses your graphics card to render the image.

@Jennifer33K this is the answer for you.

A note about Offline Rendering. Unreal Engine also have Offline rendering support. (Movie Render Queue, etc).
Even in that case, it’s GPU rendering.

Traditionally CPUs were used to render photorealistic renderers. (Old Maya Arnold, Houdini’s Mantra engine).
Then VRay, Octane & similar engine uses GPUs to do the same thing.

In either case, non of the above are realtime rendering. So, they don’t worry(in theory) about the time it used to render.

Realtime Rendering is very different & it needs to render about 30-120 frames per second. So, it’s quite hard to do that via CPU & that’s why GPUs play a major role.
Still game engines needs to fake a lot of things & that’s why most of the time they are not photorealistic.

But recently, Graphic cards tech evolved & they are now so powerful. Due to that game engines can get rid of some of those fake things (use RayTracing) or do the faking really well.
So, these days Game Engine can also perform photorealistic renders in real-time (or near Realtime).

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Also may be you got confused about name of RenderTargets. I know some other programs uses RenderTarget terms & they refer to something totally different.

This is a tutorial on RenderTarget in Unreal.

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@arunoda
Thank you.
I see a few webpages talked about materials and render target simply and pure data operations running on the GPU, and the data is point clouds not geometry. So i confused about the work of GPU. I show you the links and the screenshoots maybe can use to understand GPU much better and active a new relatived topic to discuss further:

http://fullofstars.de/materials-for-location-and-color.html
企业微信截图_1621935677325

http://fullofstars.de/data-flow.html