How Unreal Renders a Frame
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How Unreal Renders a Frame
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Re: How Unreal Renders a Frame
#2Re: How Unreal Renders a Frame
#3Sheesh. How many engineer-hours have gone into Unreal?
Re: How Unreal Renders a Frame
#4Re: How Unreal Renders a Frame
#5Sheesh. How many engineer-hours have gone into Unreal?
A hell of a lot, the engine itself was in development for around three years IIRC
Re: How Unreal Renders a Frame
#6Re: How Unreal Renders a Frame
#7Earlier quoted context omitted.
A hell of a lot, the engine itself was in development for around three years IIRC
According to the Wikipedia page at least, even just the current version (Unreal Engine 4) has been in development for 14 years now! With 2003-2008 apparently being just Tim Sweeney.
Self driving cars already train on simulated roads because that allows the creation of any scenario. Even human pilots use simulators to train, especially for those rare situations. And since robot training is expensive and slow in the real world, the only alternative is to do it in a sim.
Simulation allows the composition of any scene that might be very hard to record in the wild - for example, an octopus sitting as a hat on the head of an elephant... where would you be able to get that photo? but surely you imagined it in 0.1 seconds, using your imagination - a powerful simulator humans have in their heads. Such images are crucial in training AI.
I think AI will reach human level when it will be equipped with a sandbox where it can try out its ideas and concepts, similarly to how scientists use labs to test their theories. When AI gets its world simulator, it will be able to learn reasoning and meaning that is grounded in verification. Just like us. We have the world itself as our fundamental "simulator" and experiment on it to learn physics, biology and AI. AI needs a simulator too.
Re: How Unreal Renders a Frame
#8So all of this processing happens for one frame? And this is going on at 60 Hz?
It doesn’t always happen at 60hz (which is 16ms total processing time for all the above plus what’s in the post). Some games run at 30hz(33ms), some run unlocked (varying times), and some can even run at 144Hz (7ms).
As an extreme example, VR headsets normally require rendering twice (once for each eye), and run at 90FPS, which is 11ms to do your entire game, and render it twice.
Furthermore, these aren’t normally just guidelines, these are caps. If your game runs at 60hz, and you miss your target by 1ms, on most hardware you’ll end up missing the hardware refresh which means either you get a temporary drop to 30hz, or you get tearing (half the old image and half the new image), neither of which are particularly pleasant.
Re: How Unreal Renders a Frame
#9Re: How Unreal Renders a Frame
#10So all of this processing happens for one frame? And this is going on at 60 Hz?
Or more: https://answers.unrealengine.com/questions/7459/question-is-... (person wondering if you can get more than 120 FPS in UE back in '14, one of the replies says they get "stat fps" in the 180s)