With Range Engine, is there any way to render far distanced (above 100 meter) pixels @ something like 480x270 and everthing close (below 100 meter) @ 1280x720 ?
I wonder if something like that could speed up very much games
To speedup rendering, we use layers with different samples number … can we do stuff like that ? Any hard hack to speedup a Range game ?
Different engine and somekind of different purpose…
(I remember that someone used cycles and eevee in to scenes/viewlayer (?) in one file to combine them in post prodiction… i’m not if this is possible in the game engine ).
Then you can simply make a high poly level and use underlay and put low poly level in there, set high to render 0-50 meter in front, set low to render from 50 to 100 meter, on low use camera settings as you like.
The thing is , it seems the background scene resolution’s takes the one of the main scene. whatever i do
Since clipping distance is set in camera, if we set 2 camera in the same scene with 0 - 50 and 50 - 200 range, can those 2 images be added in some post-processing ? (to work a bit like render with layers)
Im wanting to have 1 model per object but simply rendered with different resolution depending the distance
@okidoki, indeed, with compositing one can speed up rendering time thx to layers and use of different sampling size (by layer) … Curious to know what Range could do to “hack” rendering time (to increase fps)