~/talk

Capacity: The Journey from Pre-Rendered to Real-Time

Talkat SIGGRAPH 2019 · 2019-07-28..08-01· [game-development]
links:none on file
slides:none on file

Capacity describes moving from GPU Octane renders to a full Unreal Engine pipeline, replacing weeks of frame renders with minutes of iteration and cutting the usual 25–30% render/compositing buffer from schedules. Studios port Cinema 4D assets using Datasmith, bake or natively import animation, use Sequencer for entire edits, and run Perforce for simultaneous shot workflows. Delivery can be a 4K trailer plus an 8 GB Unreal project that re-renders every shot; ray tracing also integrates.

AI-written summary · about

  1. 0:00Capacity introduction
  2. 2:56Promax Games 2018 case study
  3. 7:34Unreal workflow benefits
  4. 12:05Workflow changes and version control
  5. 14:15Real-time production future
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