Earlier quoted context omitted.
Yep, unreal is surprisingly efficient on the graphics side of things, but it also wants 70-something GB just to install and that's before it starts setting up the graphics cache which adds another 40 GB iirc.
1TB SSDs are $90.
The Gates of Argonath in VR at 50 FPS on Unreal Engine
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Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#92Earlier quoted context omitted.
VR capable computers are quite cheap. Cheaper than a low spec apple macbook pro running m1. For 2-3k you can get a beast of a machine running everything on real high settings.
Considring a brand new top of the line Nvidia GPU will currently cost you almost 2k, your prices feel a little ~4-5 years ago.
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#93Earlier quoted context omitted.
No, AI will generate the 3d scene just by looking at the 2d footage. It can fill in the blanks (i.e. provide textures for areas that are invisible in the film).
It will make a chuffing good effort but fail hilariously in >99% of cases but then people will parade the fraction that make sense.
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#94I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#95I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#96Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#97Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#98I think it's worth taking a step back and just marveling at what's now possible to do with an off-the-shelf software. Yeah, it's "just" 50 fps, but ... would you just look at it! 4 years ago there was an equally fascinating "Paris apartment" VR demo, but the movement was limited and the amount of work that went into appears to have been orders of magnitude more - https://www.benoitdereau.com/ Go back 10 years and see…
Off the shelf yes, but wow…. The requirements for Unreal are unreal. Recent versions handle real-time global illumination (Lumen) and dynamically render geometry to insane levels of detail (nanite). Both of these are groundbreaking achievements. But having had to install this in a bunch of university computers I can tell you that it comes at a cost. Interestingly, the most significant issue is the space these install…
This has been true since 1998.
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#99For reference here is the scene from the movie https://www.youtube.com/watch?v=EN7kG7Ui7Bg
Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine
#100Earlier quoted context omitted.
Off the shelf yes, but wow…. The requirements for Unreal are unreal. Recent versions handle real-time global illumination (Lumen) and dynamically render geometry to insane levels of detail (nanite). Both of these are groundbreaking achievements. But having had to install this in a bunch of university computers I can tell you that it comes at a cost. Interestingly, the most significant issue is the space these install…
Wait, disk space was the limiting factor, not GPUs?
Our lab computors have 500gb of space. Each time a new profile is activated by a student, that eats up around 5 to 10 gig. In addition… Video editing eats up storage space like there is no tomorrow (the Cache requirements of Resolve are another issue). Nanite supports scene with very dance meshes (downloaded directly from Unreals online store). These add up quickly in terms of file size, especially as each comes in several versions, with multiple levels of detail.
Ideally we would have liked to install more than one version of Unreal. Unreal updates regularly and files created with each version cannot be guaranteed to be opened by subsequent versions. However, this was one saving we made.
There are sample files which are actually very instructive but which we did not install.
All of these issues compounded and towards the end of sem we were having a tough time.