@Tibike77ro of course true, i have always wondered though, how games can render so fast e.g crysis which although inferior can easily render 30 frames at high res in one second... I guess its just the level of detail in lighting and materials right?
@gobacktorussia The rendering engine is different compared to production based.
Game rendering is far more erroneous than production based. Their are very few poly's seen at real time, and you have many "Obstructive" geometry lying around to enforce back-face culling. In real time you only see the faces that your vision "touches"
Production based is slower because it actually calculates the lighting, poly locations, and all poly's are drawn logically to calculate light vectors.
@gobacktorussia continuation with hopefully less grammar errors. With game's the work is split. The real drawing happens on the GPU, which you will only see the real benefit if you have an actual card not a chipset. Because of that, the CPU has less overhead and can calculate more float-points faster for physics and locations, then share information.
Production is slower to reduce errors, and increases accuracy, because it's all on the CPU, or the GPU, work is hardly divided between them.
@anttik1979 That makes one clear frame in about 10 seconds on a cutting edge computer. In games you need to render 60 frames per second on regular consumer computers....
absolutly amazing !!!!!!
Tektechno 1 year ago
omg! Why dont you let that engine for game devs to have a game that good looking !
anttik1979 1 year ago
@anttik1979 Because you can't play a game at "one frame every 2 to 5 minutes" :)
Tibike77ro 11 months ago
@Tibike77ro of course true, i have always wondered though, how games can render so fast e.g crysis which although inferior can easily render 30 frames at high res in one second... I guess its just the level of detail in lighting and materials right?
gobacktorussia 9 months ago
@gobacktorussia The rendering engine is different compared to production based.
Game rendering is far more erroneous than production based. Their are very few poly's seen at real time, and you have many "Obstructive" geometry lying around to enforce back-face culling. In real time you only see the faces that your vision "touches"
Production based is slower because it actually calculates the lighting, poly locations, and all poly's are drawn logically to calculate light vectors.
tangletailpro 8 months ago
@gobacktorussia continuation with hopefully less grammar errors. With game's the work is split. The real drawing happens on the GPU, which you will only see the real benefit if you have an actual card not a chipset. Because of that, the CPU has less overhead and can calculate more float-points faster for physics and locations, then share information.
Production is slower to reduce errors, and increases accuracy, because it's all on the CPU, or the GPU, work is hardly divided between them.
tangletailpro 8 months ago
@anttik1979 That makes one clear frame in about 10 seconds on a cutting edge computer. In games you need to render 60 frames per second on regular consumer computers....
PotadoTomado 5 months ago