Tim Sweeney
👤 PersonAppearances Over Time
Podcast Appearances
So instead of using the triangle pipeline, we're just using pixel pipeline and getting a better result.
Yeah, yeah, that's right. But there's a lot of challenges like that. It turns out it's a lot easier to render one frame that looks perfect than it is to render a series of frames in motion that look perfect. A lot of the problems with the earlier algorithms that aspired to do this sort of thing was popping.
Yeah, yeah, that's right. But there's a lot of challenges like that. It turns out it's a lot easier to render one frame that looks perfect than it is to render a series of frames in motion that look perfect. A lot of the problems with the earlier algorithms that aspired to do this sort of thing was popping.
Yeah, yeah, that's right. But there's a lot of challenges like that. It turns out it's a lot easier to render one frame that looks perfect than it is to render a series of frames in motion that look perfect. A lot of the problems with the earlier algorithms that aspired to do this sort of thing was popping.
You'd be running some number of triangles for a while, and then you'd switch to a different number of triangles, and you'd see a visible transition, and the screen would look like it got shaken up. It's a disturbing artifact that distracts you from the game.
You'd be running some number of triangles for a while, and then you'd switch to a different number of triangles, and you'd see a visible transition, and the screen would look like it got shaken up. It's a disturbing artifact that distracts you from the game.
You'd be running some number of triangles for a while, and then you'd switch to a different number of triangles, and you'd see a visible transition, and the screen would look like it got shaken up. It's a disturbing artifact that distracts you from the game.
And so one of the magical trade-offs of Nanite was how to avoid all of the visible transitions and get them down to a point where, though they exist statistically, they're not really perceptible to a person looking at it.
And so one of the magical trade-offs of Nanite was how to avoid all of the visible transitions and get them down to a point where, though they exist statistically, they're not really perceptible to a person looking at it.
And so one of the magical trade-offs of Nanite was how to avoid all of the visible transitions and get them down to a point where, though they exist statistically, they're not really perceptible to a person looking at it.
Yeah, Unreal Engine is a big bundle of code and tools, a huge software package that provides all the functions you need to build any sort of a 3D graphics application. Game developers use it to make games, and that's the predominant use, but it's also used in Hollywood film and television production to create 3D scenery in real time for production sets, to do pre-visualization.
Yeah, Unreal Engine is a big bundle of code and tools, a huge software package that provides all the functions you need to build any sort of a 3D graphics application. Game developers use it to make games, and that's the predominant use, but it's also used in Hollywood film and television production to create 3D scenery in real time for production sets, to do pre-visualization.
Yeah, Unreal Engine is a big bundle of code and tools, a huge software package that provides all the functions you need to build any sort of a 3D graphics application. Game developers use it to make games, and that's the predominant use, but it's also used in Hollywood film and television production to create 3D scenery in real time for production sets, to do pre-visualization.
It's used by car makers to visualize their cars before they're
It's used by car makers to visualize their cars before they're
It's used by car makers to visualize their cars before they're
constructed or manufactured um it's used by architects to preview buildings before they're made and industrial designers of all sorts and it provides you know the all the 3d simulation features you need both for creating highly realistic 3d graphics but also physics and interactions between objects and making things happen like you might see in the real world um
constructed or manufactured um it's used by architects to preview buildings before they're made and industrial designers of all sorts and it provides you know the all the 3d simulation features you need both for creating highly realistic 3d graphics but also physics and interactions between objects and making things happen like you might see in the real world um
constructed or manufactured um it's used by architects to preview buildings before they're made and industrial designers of all sorts and it provides you know the all the 3d simulation features you need both for creating highly realistic 3d graphics but also physics and interactions between objects and making things happen like you might see in the real world um
And it supports a huge variety of styles, from Pixar-stylized movies to cel-shading to photorealism. And it can be used for anything that needs real-time 3D graphics.