Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Game render engines pre-render stuff too, so they aren't always compromising, just hiding the work-rounds.
The key thing to remember is this is just a demo, and a quick one at that. Most of these assets were straight from the Quixel asset store that Epic now owns. So really, this demo advertised Quixel as much as it did UE5.
As such, the game character was sort of an after thought. Her fluid motions were another advertised part of the engine, but she is still just a quick mock up character. This demo is not going to be in any production or anything.
I believe we'll be seeing some pretty photoreal characters in this generation. We are getting close already. Take a look at Resident Evil Remake 2 and 3, in some cinematic scenes the characters really do look fantastic, and consider this is with now older PS4 level hardware.
Another thing to consider is that games are, well, games. They are running at a high frame, and they have to be prepared for all the random things that can happen under the player's control. But most of us here are not making games. Some of you just want to render animation, and that changes things a lot. You don't have to render at high frame rates, even 10 renders per second would be a blistering pace for animation. You can always adjust speed in post. You can turn on all the bells and whistles that a normal game cannot, so you can create much more realistic images.
Unreal 5 is coming in 2021. Its going to take some time for games to fully utilize it. So you probably will not see too many games using it until 2022 or later. But make no mistake, its coming.
Anyway, we have some specs to look at. This is the full GA100 chip:
Now the gaming cards will not feature this massive chip. The top tier 3080ti (and Quadro) would be on a GA102 chip, not the GA100. But we do expect it to have a good 5000+ cores. The actual core counts can change literally day to day, and Nvidia could wait as late as a month before launch to decide on final specs. But we know the absolute ceiling. Personally I think the Titan Ampere is a wild card. They could make it like the Titan RTX which was GT102 just like the 2080ti. Or they could make a Titan V type of monster and use the GA100 for it (but remember the Titan V was $3000.)
Another point to take away here is that some rumors had pinpointed that Ampere would have 8192 cores. That means, the rumors were correct. That gives some credibility to the other rumors on performance discussed, like 4x faster ray tracing. I still think that's optimistic, but I would expect at least a doubling, or 3x increase there. The 4x could be under optimal conditions. And that is just ray tracing, not overall performance, don't confuse the two. But we know that ray tracing cores work really well for Iray. I believe this will make large complex scenes render pretty darn fast. The rumors had also suggested 10GB VRAM for the 3080, and 12ish for the 3080ti. I think the 3080ti might actually get a little more than that, just a little. We'll see.
Even the A-100 card doesn't get the full GA-100 chip.
It is cut down from the full chip. For instance it only gets 6912 CUDA. I think Nvidia is struggling with the yield on this giant chips.
Since the GA-100 will only go in the A-100 I think Nvidia posting the specs for a full GA-100 that will never exist "in the wild" is more than a tad deceptive.
....basically I had some suggest using to Unity or Unreal for rendering large involved single frame scenes as using GI and high quality mode, they were faster than Iray. The demo I watched was basically a still frame scene, no motion except for the camera, and even though the character was more detailed than the usual decimated character for game purposes, the textures still didn't hold up to the quality of the setting, making it almost look like it was pasted in.than an integral element of the scene. It might have to do with the materials as no doubt materials from DAZ/Iray would not work and have to be translated to whatever the game engine uses, or whatever, but the figure just didn't look as convincing as the surroundings it was in.
3 minutes per frame is an excellent render time. I can remember grinding out animations in DAZ Studio at 10 to 15 minutes per frame in 3DL. Rendered all night but it came out well. Maybe I'll have more time as I continur to recover from my stroke last June.
I remove everything that is out of shot and try not to include polygon-heavy props and clothes in the shot. I reduce texture sized using Scene Optimizer. I reduce the render size to 1200x960 (5:4 ratio) which is half the resolution of my stills (I can enlarge using Topaz Gigapxel if necessary). I try to make sure that the characters are not so close to the camera so as to fill the frame with skin (close-ups take forever to render). I try to light using only a spotlight (maybe two). If I need ambient light I will use the Paper Tiger X-Ray camera to let the HDRi light in. Lately it seems that a mixture of Ghost Lights and Photometric slows the render significantly - don't know why.
I use these other render settings:
Usually limit the number of samples (200) or the Converged Ratio (80%) or the Max Time (3 mins) and see how it looks. Then I tweak them again.
Max Path Length I set to 8. (I don't know that tis makes much difference though)
Firefly Filter = On, Nominal Luminace = 500, No Denoiser, Pixel Filter = Mitchell, Pixel Filter Radius = 1.0
Tone Mapping = defaults
Environment = Scene Only (or sometimes I use one of the plain Painters Lights HDR lights).
With all that I would hope for a render time of 3 minutes with two characters (G8F and/or G3M) in the scene.
You're on the right track, Marble! You just have to accept you're getting much better render times than most major studios, as I always look at it. I figure if something is worth rendering at full frame resolution, who ever wants it can pay for what's needed to do that. The important stuff is how you make your characters move, lighting, story if there is one, etc. For that smaller resolutions will do.
Looks like Samatha from Silent Witness.