What are the "Limits" of UE4?

Hey , sorry I did not respond to the discussion sooner; I was away from any type of workstation the previous day.


1a) I see!

Then UE4 will be my destination for this very long project, even if a stronger engine comes along.

Afterall, the FBX has a high chance to remain undisputed and even if it does, I do believe there will be opportunities to convert to a newer format.

Since much of the world uses FBX already (in which developers understand this), developers wouldn’t mindlessly change formats without creating a method to allow conversion between FBX and a newer format(if they ever decide to create and switch over to one).


1b) By USB do you mean flash drives?
Sorry if it is my misunderstanding…I just cant see how the USB port is becoming obsolete?
Every hardware appliance nowadays has USB jacks on one end to allow connection to power, computer, Audio equipment, etc.

2a) I see so the main trade off is…

      **UE4**

 **Pros**
 -Real time lighting
 -Can see rendered out models(with life like interactions with wind,etc) 
 as you place assets and world build 

 **Con**
 -Must do all the lighting work before hand to have realtime lighting
 -**If you don’t want to do the work…**
 -Would use dynamic lighting which
 = Doesn’t look as good
  • In order for dynamic lighting to look better you would use Dynamic GI which
    as of right now, doesn’t have a high enough level of performance for use.

VS.

      **3DS/Maya**
 **Pro**
 -Building lighting labor does not need to be done beforehand

 **Con**
 -No real time lighting 
 -No rendered out models(with life like interactions with wind,etc) 
 as you place assets and world build 

**2b) ** So essentially, labor has to be done somewhere right?
(Either you…

 -Do the labor beforehand to see what your world looks like real time 

Or
-You don’t and you have to press the render button every time you want to see what your world really looks like)


** 2c)** The only change to this process would be in the future if a dynamic GI was released that was able to produce the same quality as building up the light by hand…

Which would allow real time lighting without any of the drawbacks of labor in building the lighting, correct?

3a) Are there any specific information hubs you go to keep up to date the releases and what they are capable of?


3b) Do you think the next new line of CPUs would incorporate the best of both the Xeons and the i7’s?


3c) I’ve read that the Quadros are industry standard more so because they have ECC’s.
Even so…

 **Quadros**
 **Pro**
 -Can improve performance in Maya/3ds Viewport
 -ECC in case of data loss

VS.

 **Con**
 -Ridiculously high price in proportion to the GeForce with similar performance**

**
Thought)** As you see, I just can’t understand how the industry standard (Quadro) is worth?
Is a slight improvement in 3DS/ Maya viewport and ECC really worth that much more money? (Since extra resources spent is multiplied by the amount of computers they have in the studio)

4) When using UE4 for…

**Only Rendering ** Making the level for - cinematic shorts ( w/High level of realism) ]

                                  **VS**

Real-time performance Making the level for
- playability as a game
And/or
-cinematic short( w/lower level realism) ]

Thought) Does one have to still be concerned with the technical problem of “making things interactive or getting workarounds for lighting and other effects?”

5a) Amazing thought though right?
In Unity 3’s latest cinematic “Adam,” apparently all that highly realistic rendering was real time…
If so, its possible something close to what we are imagining might actually be around the doorstep

In case anyone hasn’t seen it, here is the link. https://youtube.com/watch?v=44M7JsKqwow_______________________________________________________________________________

5b) So hypothetically speaking, if game engines become able to render photorealistically, then render farms wouldn’t be necessary anymore right?

 **Because, essentially the thought process is…**

 **A)** We would like Photoreal Cinematic Renders(in which Game Engines are incapable as of yet) 
 = So we **need** to use **3DS Max and Maya**

 **B)** We want faster render times
 =So we purchase and build a **render farm**

Thought) Afterall, hypothetically speaking…

If A) (the need to use 3DS/Maya) was rendered obsolete due to engines like UE4 and Unity3 becoming photoreal in realtime…

Then B) (Render farms) would also become unnecessary correct?


6) Regarding using UE4 to render(at a higher level than its real time counterpart), instead of real time performance…are there any examples of rendering ability of UE4 in which people have used it to create a cinematic of any kind?

Most of the photo real renderings I’ve seen are of a sofa or a single room architect’s preview for their clients.