What is the difference between real-time rendering in a game engine and rendering in V-Ray

What is the difference between real-time rendering in the game engine and rendering in V-Ray? Let’s analyze it together, and analyze the difference between real-time rendering and rendering in V-Ray from two aspects.

Principle difference

Renderers such as VRay are called offline rendering (Offline Rendering, Pre-Rendering) in principle, and the rendering principle of game engines is called online rendering or real-time rendering (Online Rendering, Real-time Rendering). The latter has relatively high performance requirements, generally 60fps in the game, at least 30fps, that is to say, a frame of more than ten milliseconds. But if you use offline rendering, it doesn't matter. It is said that weta's renderfarm has 4000 CPUs, and it takes half a year to render a movie.

Offline rendering has very high requirements for effects. With so much R&D, I can't wait to write a renderer for a movie. And real-time rendering is to be as real as possible under the performance budget.

To sum up: The purpose of VRay is to reduce the cost as much as possible under the premise of ensuring the effect, or it may not take into account the cost.

The purpose of Unreal rendering is to simulate realism as much as possible under the premise of performance guarantee.

Under what circumstances will the game engine be used

Under the existing conditions of static frames and animation, for ordinary students, the author thinks that there is no need to use a game engine, whether it is for project iteration or final performance. The existing VRay+SU/Rhino is enough. Putting the same set of models and textures in the game engine is not necessarily better than rendering with VRay. The bottleneck is the art level, not the tools. If you pursue fast iteration, there are also some fast renderers to choose from.

If it is to pursue the programmable rendering pipeline in the game engine and write Shader by yourself, then Rhino and SU can really have such a set of rendering plug-ins. For rendering companies, the workflow of 3DSMAX + VRay is already very mature, with many users and resources. The cost of finding users who are familiar with the game engine is relatively high. In the short term, it will be difficult to shake VRay's position in the renderings.

Is offline rendering likely to be obsolete by real-time rendering?

In the short term, it is difficult, but in the long run, with the reduction of real-time rendering costs and the further development of the cloud, real-time cloud rendering, a favorable and convenient real-time rendering method, will become the mainstream choice of the public.

This is because real-time cloud rendering puts the computing process in the cloud and transmits it to the device terminal through the network. In the future, the cost of the network will decrease sharply, and real-time cloud rendering will become a household tool at that time.

Raycloud Technology focuses on the field of visual cloud services, creating real-time rendering cloud services with public cloud + private cloud hybrid architecture;

Ruiyun Technology's real-time rendering hybrid cloud provides solutions for high-quality, high-security and other complex rendering scenarios in Metaverse, and uses the advantages of cloud rendering architecture to promote the development of interactive terminals in the direction of lightweight, portability, immersion, and interactivity. Terminals are connected through the Raysync high-speed transmission protocol to meet the complex rendering needs of the metaverse and help the industry easily build cloud universe entrances.

Based on the powerful graphics rendering computing power of the cloud, 3DCAT renders XR applications and pushes them to terminals in real time, providing users with public cloud + private cloud solutions.

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Origin blog.csdn.net/RealTime_3DCAT/article/details/128375566