Why are games rendered with a GPU while Blender, Cinebench and other programs use the CPU to render high quality 3d imagery? Why do some start rendering in the center and go outwards (e.g. Cinebench, Blender) and others first make a crappy image and then refine it (vRay Benchmark)?

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Why are games rendered with a GPU while Blender, Cinebench and other programs use the CPU to render high quality 3d imagery? Why do some start rendering in the center and go outwards (e.g. Cinebench, Blender) and others first make a crappy image and then refine it (vRay Benchmark)?

In: Technology

17 Answers

Anonymous 0 Comments

Most of Ray Tracing renders like vRay or Cycles had options for GPU rendering for long time. Problem is that heavy scenes need large pools of memory something that wasn’t available for GPUs until recent. If GPU can’t load a scene into it’s memory it simply can’t render it at all which means despite CPU being slower it’s still better because it can complete task, CPU can have terabyte of RAM… however with more modern CUDA GPU can also use RAM in addition to VRAM for rendering.

Games heavily optimized to be used in real time renders with stable FPS and fit into GPU memory, while scenes in Blender or other 3d packages aren’t and usually much more heavy.

>Why do some start rendering in the center and go outwards (e.g. Cinebench, Blender)

No real reason as example Blender have options for this, centre is good because that usually focus of the picture, why would you want to spend time rendering corner that might not show potential errors…

>and others first make a crappy image and then refine it (vRay Benchmark)?

More samples, more precision.

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