

You can try using OctaneRender, it's like 10x faster than Iray but not sure if it compromises any quality I'd still prefer UE engine though for most of my needs. OP is a bad example because i think it's using a large pixel filter radius, but usually iray looks sharper.

UE screenshots do usually look more lower res than Iray though. When that technology fully matures it will make tasks of baking in lighting that OnlyLuvsCatz talks about a thing of the past.īah, it's good enough to fake most people. They will notice the more realistic lighting created on the fly in a game they are playing though. As video cards get better that gulf between real time ray tracing & fully realized ray tracing will disappear because the the "fully realized ray tracing" is actually a much simplified model of real world lighting already such that it's feasible to do it on computer to begin with.Īs far as normal people and those real time ray traced animations in playable games that aren't quite ready for primetime yet the average person that isn't OCD about a game's details they are playing will not notice the lower level of details in a real time ray traced game compared to a fully realized iRay render because they'll likely never see a iRay render.
#Renderman vs cycles 64 Bit
The real time ray tracing can be thought of as a 64 bit MP3 compared to a 320 bit MP3 that a fully realized ray trace would be. Or one can do real time ray tracing as the OP points out. One can build fully rendered lightmapped scenes that create and save all the rendered textures for a scene as OnlyLuvCatz has done and it will take hours. In any case, emulating these results in Iray wouldn't simply be "adopting a mode", the techniques are so different that it would be building a new engine from scratch. With exactly the same job to do (reflections on a table), Iray is providing visibly better results. Compare that to the table in the Iray image, where we can see sharp silhouettes of the objects on the table, and even reflections of the background. Look at the tables in the Unreal image, where while there's enough shading to actually connect the objects to the surface, there's no real detail to the surface. In this case, it's laughable to say that the Unreal image is better. Game rendering engines rely on approximations of and compromises on reality, and while they're getting better at it, they are still faking the way light actually works, and it can very much show at times.

However, there's a fundamental difference in the rendering techniques here. They're increasingly pushing their rendering as a visualisation tool rather than just as a game engine. They are getting into the rendering business. I think companies like Unity & Unreal Engine shoudl get into the rendering business and compete against DAZ Studio, that would probably make DAZ Studio come up with a fast rendering solution.
