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View Full Version : realtime vs rendered rendering


yenvalmar
06-30-2005, 10:19 AM
some of the new games coming out are doing a lot of stuff that was previously only the domain of rendered images. but it doesnt seem like authoring for the two is really converging. if anything in some ways it is getting farther apart. or am i just on crack here?

Crocodilian
07-06-2005, 03:47 AM
very little convergence here -- the game market has completely different economics from the high end rendering market. There are clearly synergies, particularly at the level of graphics chips. . . but note that virtually all high end rendering (save for Gelato) is done on CPUs vs. the far less flexible (but better price/performance GPUs)

IMO the relationship is a good thing. . .people see cool fx in high end, and figure out how to bring it to the console for the next generation game (HDRI is good example. . .)

But "high end" will stay "higher" -- because there's a cinema audience that will pay money to see things that look better than their video games, no matter how good those happen to be.

But for some purposes, realtime engines may displace higher end stuff. . .for walkthroughs, I've recommended the Unreal engine for a lot of simple applications, for example. Great tools, great price, web friendly. ..

tanel
07-08-2005, 03:00 PM
quest3d for example.. also direct x based engine,
no to talk about viz rt.

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