Wednesday, November 4, 2020

Game optimisation, a dive into rendering options.

 In this post we will be looking into optimisation in games and why it is important

Pre-rendered vs Real time rendering

The most noticeable difference between these two is visual, pre-rendered scenes are much higher quality were as real time rendering lowers the quality.

 The lower quality however is because your computer is rebuilding the scene around 60 times a second which takes a lot to process so simplifying the graphics makes it easier to process, this is most often used for games or other interactive media. this works with both 3d and 2d and a good example of a 2d game that uses real time rendering is Cup Head seen on the right and a 3d example is D.R.O.N.E seen on the left



In comparison pre-rendered material is higher quality but isn't interactive so is mainly used for films and TV. The rendering for the scenes can take hours for just a few minutes but are able to reach a level of detail and realism that can often make a viewer question whether what they are watching is real or not. 

A good example of this is in the movie Interstellar, the black hole scene in the film was made by the biggest visual effects studio in the world and their status really showed in what they achieve. Working alongside scientist on their team they managed to create the most physically accurate images of a spinning black hole ever, however this took up to 100 hours of rendering per frame and totalled 800 terabytes of data, the outcome is astounding and beautiful but there is no chance this could have been done using real time rendering unless everyone had some kind of super computer from the future to hand. Until then scenes like this are limited to films .

Interstellar black hole
https://blenderartists.org/uploads/default/original/4X/a/5/e/a5ee598b1d0794a71b52802e2cab389d8f90f7da.jpg




 



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