Realitycapture Pricing

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Glendora Starr

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Aug 4, 2024, 3:04:09 PM8/4/24
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Whyis Epic Games changing its prices?

Epic Games announced that it would be introducing seat-based licensing for Unreal Engine last year in the wake of the cashflow crisis that led it to lay off 16% of its staff.


Who is affected by the changes to the pricing of Unreal Engine?

For game developers, the cost of using Unreal Engine is unaffected: they will continue to pay a 5% royalty on products that exceed $1 million in lifetime gross revenue.


That applies to the creation of linear content like visual effects, animation, visualizations and broadcast graphics; to previs and virtual production work; and to large firms that use Unreal Engine code in internal tools or services like product configurators.


This is a pretty big deal, I think. Reality Capture was by far, both the quickest and best quality photogrammetry software in my testing. However, their pricing model has been pretty ridiculous, either thousands of pounds for a perpetual license, or a pay-per-image (PPI) system that is quite prohibitive for large datasets.


Epic said one of the goals of the acquisition, beyond it gaining access to one of the leading photogrammetry software suites on the market, was to get the technology in the hands of more customers at more competitive pricing.


It features include image registration (alignment), automatic calibration, calculating a polygon mesh, colouring, texturing, parallel projections, georeferencing, DSM, coordinate system conversion, simplification, scaling, filtration, smoothing, measurement, inspection, and various exports and imports.[1] The program can be run under the command line. There is also a software developer kit available.[2]RealityCapture is able to mix camera images and laser scans. It is designed to make low demands on hardware. It works linearly, which means if its inputs are doubled, the processing time will be doubled as well. The software is currently available only in English language.


RealityCapture runs on 64-bit machines with at least 8GB of RAM, 64bit Microsoft Windows 7 / 8 / 8.1 / 10, using a graphics card with an Nvidia CUDA 2.0+ GPU and at least 1 GB of RAM. Users can run the application and register images without the Nvidia card but will not be able to create a textured mesh. Users must install the Media Feature Pack for Windows, and on Windows Server users must install Media Foundation features.


Each RC software license is limited to 32 CPU cores and 3 GPU cards. For higher configurations, more licenses must be purchased equivalently.A computer with 4 CPU cores, 16 GB RAM and 386 CUDA cores is recommended.


The public beta version of RealityCapture was released by Slovak company Capturing Reality (founded in 2013), based in Bratislava, on 2 February 2016.[3] However, there had also been a closed beta running for almost a year.[4][5][6][7]


Capturing Reality was acquired by Epic Games in March 2021; Epic plans to integrate RealityCapture into the Unreal Engine with the acquisition. The acquisition does not affect Capturing Reality's existing business and allowed them to reduce their pricing model for RealityCapture.[11]


Direct installations and updates for RealityCapture 1.4 and subsequent builds are now available through the Epic Games Launcher, and starting with this release, RealityCapture is also free for users who generate under $1M annually.


Another major change is the updated pricing policy, with RealityCapture becoming free for individuals and companies making under $1M in annual gross revenue. As a result of these changes, Capturing Reality no longer offers the Pay-Per-Input (PPI) pricing model or a license. If you have unspent credits, you'll be able to use them for a year with RealityCapture 1.3.2 or prior, as going forward, there will be only one version of RealityCapture.


If you don't need to use Unreal Engine or Twinmotion, you can still purchase RealityCapture as a standalone subscription seat, which is going to be available at $1,250 per seat per year, including all updates released during the subscription period.


Note that these prices will only apply to users generating over $1M in annual gross revenue, as RealityCapture will become free for students, educators, and hobbyists, or if your company makes under $1M in yearly revenue.


RealityCapture 1.4 also features other minor changes, such as various PPI projects functionality updates, added Epic Games account and services options, and fixed issue of non-georeferenced projects failing to upload to Nira.


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This small format, low power technology developed rather slowly and had trouble gaining traction when brought to market. The solutions we saw at AEC Magazine were all best suited to scanning individual objects or small areas as opposed to buildings or whole interiors.


Different bits of mobile hardware came and went, none really leaving any impression, even when firms the size of Intel got involved. Then, Apple decided to include a small structured light sensor in its high-end iPhone and iPad products.


One of these was for face recognition and security purposes, while the rear facing LiDAR scanner was there for developers to mainly experiment with Augmented Reality (AR) apps and, for some time in the future when Apple realises its much-vaunted AR Glasses.


While the hardware side of reality capture was developing slowly, software processing applications were rapidly refining image-based photogrammetry. Here, multiple photos, or videos of an object or scene, are processed to identify the position of the camera relative to the object and can then compute 3D models from many contrasting views.


The origins of EveryPoint go back to a US firm called Stockpile Reports which set up back in 2011. The company based its business on helping firms locate and estimate inventory (stockpiles) to help operations and financial control.


Using photogrammetry from installed (fixed cameras), hand-held devices (originally on the iPhone 4s) or drones, Stockpile Reports delivers dashboard reporting on material stored around a building site, indoors or at remote locations.


CEO David Boardman admitted that the company was a little slow in incorporating drones into their solution, so when new technologies came along, which might disrupt their core market, they vowed to evaluate them much earlier on. The Apple iPhone, with its lowcost scanner and cameras, was an obvious target platform.


Applications based on EveryPoint are now starting to come out, the first being Recon-3D for scene of crime and forensics. One could imagine when a first responder arrives at the scene of a crime, the application could be used to quickly capture a 3D scene before anything is touched.


Many architects we talk to share frustrations at getting quick surveys done for big refurbishment projects like airports or hospitals. So, could EveryPoint technology offer a new near instant approach?


EveryPoint has yet to publish its pricing model, but this would be included in whatever service charge a developer builds on top of their application. Boardman explained that the cloud portion will be configurable for Google, Amazon, Apple and can even be integrated with Nvidia.


In this subject, students will learn about the theory and practice documenting historic buildings for purposes of research and conservation. Students will develop critical approaches to architectural recording and representation. The subject will offer experience in manual techniques and digital technologies, including photogrammetry and 3D laser scanning, and explore their applications in contemporary architectural and cultural heritage practice. Skills will be developed through a focus on case study buildings, with students working individually and collaboratively to produce archival quality documentation and measured drawings of culturally significant urban heritage.


This subject will involve the following software: Autodesk ReCap Pro (recommended) or Cloudcompare, Reality Capture, Agisoft MetaShape. Details of software availability and pricing are captured at -research/resources/it-support#software.


With the advancement of technology, the launch of RealityCapture 1.4 version in the Epic Games launcher not only optimizes its price model, but also brings more convenient services to users. RealityCapture is an acclaimed XNUMXD scanning software commonly used for digital preservation and virtual reality creation.


Starting today, RealityCapture will be available for free to students, educators, hobbyists, and companies with annual revenue of $100 million or less. In addition, companies with annual revenue above this threshold can use the software through a subscription fee of $1,250 per user per year. RealityCapture, on the other hand, is also included in the Unreal subscription package, which also includes Unreal Engine and Twinmotion, and its subscription costs $1,850 per user per year.


RealityCapture version 1.4 in the Epic Games launcher supports direct download, installation and update, providing users with a more convenient operating experience. Additionally, the Epic Developer Portal has a new self-service purchasing process that allows users to purchase, download, and manage individual seats and active subscriptions from a centralized dashboard.


The platform also provides the ability to purchase and manage Epic direct support seats, which are part of the Unreal Developer Network (UDN). Notably, RealityCapture has announced the retirement of its pay-per-input (PPI) pricing model. Existing PPI users can still use unused PPI points within the next 12 months. For users who are already using PPI authorization mode, they can open and continue existing PPI projects in RealityCapture 1.4 as long as they have an Internet connection.


Through these updates, RealityCapture 1.4 is not only more attractive in terms of price, but its integration into Epic Games also makes user management more integrated, further promoting the popularity and development of digital modeling and virtual reality technology.

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