-USB has undergone changes over time, there was USB 2.0 which was faster, then there’s USB3.0 and USB3.1 which again are faster. Now there’s USB C, which is faster and provides more power, and it is a smaller port which can be plugged in either direction, it’s an all-in-one port that could provide power and video signal to a monitor and can be used for pretty much anything, you can even charge your using USB C. But of course, it’s no longer compatible with any other USB ports since it’s a new shape.
- 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.
-UE4 is real-time lighting once you bake it first, the process of baking takes a long time since it’s doing everything, but it allows things to be much faster after it’s done. With something like 3ds Max/Maya you have to do many of the same processing every frame so while it’s only rendering what you see, it’s rendering a lot of the same things over and over again.
-Correct
-dynamic GI would eliminate the need to bake lighting beforehand, you would be able to see your lighting instantly, plus you wouldn’t have to prepare your meshes for lightmaps which is also a pain.
-No, they will keep things the way they’ve been doing them. Some of the higher end i7’s are pretty much Xeons that have some features disabled (this allows them to save on production costs) and usually Xeons are chips that have been tested for reliability. But, since they are a smaller market, the costs for Xeons are higher.
-I think some programmers develop simulation programs that are designed for Quadros, but Quadros also usually have more GPU memory, which can be important for things like GPU renderers where everything must be loaded into the GPU and if it doesn’t fit then it can’t use the GPU. It’s becoming less of an issue with the GPU’s with 8GB or 12GB now.
Quadros are also more reliable similar to the Xeon processors, they can stay running for a while with having less likelyhood of issues.
-Yes, that’s one of the things with a gaming engine, the tools are designed to work in real-time, so even if you don’t care about making it real-time and just want to use it for rendering in most cases you can’t just turn up the quality or realism since they don’t offer that feature–like with particle effects.
[QUOTE]
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[/QUOTE]
-There’s a lot you can do if you’re targeting a cinematic, like with the Infiltrator demo for UE4 it has fire that they simulated in 3ds Max with FumeFX and then they developed a process to bake the fire and use it in the particle system in UE4, it looks good from a limited number of angles though and since it’s pre-simulated it wouldn’t work in a game where everything has to be dynamic, but it looks great in a cinematic.
-Right, but like I said, the shortcuts that games take mean that there’s a lot of things that are nowhere near the level you get rendering in 3ds Max/Maya, there’s a lot more things in those programs that are not possible to do in a game engine, like the amount of polygons, the full global illumination rendering, particle effects with millions of particles, liquids, fluids, reflections, anti-aliasing, cloth, hair, etc.
-I haven’t seen people doing that type of thing, really if you go that option then you need to download the UE4 engine source from the Nvidia branch and compile it so that you can use VXGI. Then you can turn up the dynamic GI quality and render. I’m sure people are doing things like turning up the reflection quality and doing things like Supersampling (render at a higher resolution than your target, then scale it down which will improve anti-aliasing). But there’s other stuff you can do as well, like increase polygon counts, increase texture/lightmap resolutions, all types of stuff that you wouldn’t do in a game when you have to be able to play at 60fps on mid-range hardware.
By the way, if all you’re planing on doing is cinematics, then you don’t have to pay royalty for using UE4. If you do a game that you are going to sell then you would. But not for non-interactive media.