That is why implementing Vulcan is so important. It is not that Eevee strugles with transparency, It strugles with polycount. Eevee doesn't count instances, like cycles does. Every piece of grass in Eevee is a different object. Try to do that in Cycles and It is very likely would crash Blender. So by implementing Vulcan, all rendering optimization will be possible. Unreal is Unreal with Nanite and all because of vulcan running in the background. That is what I have found so far.
@blendereverything5 ай бұрын
oh i see
@Poireiarts2 күн бұрын
What if we tune render setting to render both eevee and cycle to around 1 minute per frame which engine will give better image
@KillerFknWolf5 ай бұрын
so what's the point of comparing then putting a time lock on Cycles.
@blendereverything5 ай бұрын
To measure against some constant like in this scenario quality, in 20 seconds with cycles u get a clean image equivalent to what u get with eevee, more than that is overkill, it makes it easy to know what it takes eevee to get to the same clean image
@undici114 ай бұрын
what is your pc specs?
@Villager_U4 ай бұрын
I think the real problem of eevee next is the new VSM shadows.... it's so unoptimized and very slow compared to old CSM shadows on legacy eevee Plus Next looks soooo noisy, it's like I'm using a worse version of cycles 😕
@abdelkarimkeraressi14185 ай бұрын
you cant compare pathtracer with eevee . each has his advantage on different purpose ....
@blendereverything5 ай бұрын
True, the point was to show its strength and weakness compared to cycles