Inall honesty, dedicating the Blender developers time and energy into making a decent render engine, is in my opinion something that is worth so much more than these futile Cycles optimizations. BECAUSE most Blender users want to make animations, they DO NOT want to wait hours upon hours to render a short animation of 250 frames, 24 fps - and eventually risk killing their expensive GPU in the process.
There is one thing that confuses me about this Unreal discussion: Is that engine even capable of modelling complex models? Can it UV map? Texture paint? Rig and animate? I get that it has high performance for real time graphics, but can it actually do the work required to build the stuff people want to see inside the engine?
I see alot of tech demos of its features and short 30-45 second full renders of meta humans& armored sci if characters .
But I am hard pressed to find even 5-10 minute Character driven shorts to say nothing of full on Movies of 50+minutes.
Truth be told is that the real mind-blowing examples of Unreal shorts (and typically they are VERY short), still require a substantial team of people several months to years to complete, and are still for the most part an assembly of Quixel pieces parts.
If you want UE, use UE. An easier ask would be a plug in that automates the entire process of moving from Blender to UE, configuring and creating the necessary boilerplate code, does the necessary conversions and optimisations automagically, provides error and analysis report of the Blender to UE pipeline, including errors, problems, possible optimisations etc, compiles the resulting UE files to a single executable for the chosen platform and launches the executable, running UE as a background process, without touching or seeing the application once set up for the client machine.
UE have great potential, and for sure he will be used more and more. Making CG movies is hard task, especially for individuals or small reams which work in his free time with tight budget, or without budged.
In Blender, a single render (even using the more advanced Cycles renderer) can take up to 45 seconds on my machine. But obviously, in a game, you can have amazing graphics, and so rendering is obviously happening continuously, multiple times a second in real-time.
We still don't have a completely accurate & robust mechanism for rendering real-time shadows from an arbitrary number of lights and arbitrarily complex objects. We do have multiple variants on shadow mapping techniques but they all suffer from the well-known problems with shadow maps and even the "fixes" for these are really just a collection of work-arounds and trade-offs (as a rule of thumb if you see the terms "depth bias" or "polygon offset" in anything then it's not a robust technique).
Another example of a technique used by real-time renderers is precalculation. If something (e.g. lighting) is too slow to calculate in real-time (and this can depend on the lighting system you use), we can pre-calculate it and store it out, then we can use the pre-calculated data in real-time for a performance boost, that often comes at the expense of dynamic effects. This is a straight-up memory vs compute tradeoff: memory is often cheap and plentiful, compute is often not, so we burn the extra memory in exchange for a saving on compute.
Offline renderers and modelling tools, on the other hand, tend to focus more on correctness and quality. Also, because they're working with dynamically changing geometry (such as a model as you're building it) they must oftn recalculate things, whereas a real-time renderer would be working with a final version that does not have this requirement.
The current answer has done a very good job of explaining the general issues involved, but I feel it misses an important technical detail: Blender's "Cycles" render engine is a different type of engine to what most games use.
Typically games are rendered by iterating through all the polygons in a scene and drawing them individually. This is done by 'projecting' the polygon coordinates through a virtual camera in order to produce a flat image. The reason this technique is used for games is that modern hardware is designed around this technique and it can be done in realtime to relatively high levels of detail. Out of interest, this is also the technique that was employed by Blender's previous render engine before the Blender Foundation dropped the old engine in favour of the Cycles engine.
Cycles on the other hand is what is known as a raytracing engine. Instead of looking at the polygons and rendering them individually, it casts virtual rays of light out into the scene (one for every pixel in the final image), bounces that light beam off several surfaces and then uses that data to decide what colour the pixel should be. Raytracing is a very computationally expensive technique which makes it impractical for real time rendering, but it is used for rendering images and videos because it provides extra levels of detail and realism.
Please note that my brief descriptions of raytracing and polygon rendering are highly stripped down for the sake of brevity. If you wish to know more about the techniques I recommend that you seek out an in-depth tutorial or book as I suspect there are a great many people who have written better explanations than I could muster.
Unreal Engine Team recently released two addons that greatly streamline the workflow between moving assets between Blender and Unreal Engine. In conjunction with this addon is our UE to Rigify feature, which allows Blender users to import any characters from Unreal Engine and have access to Rigify animation controls. This allows you to more easily animate characters within the Blender to Unreal workflow. This not only applies to bipedal characters but also quadrupeds!
Other real-time render engines, such as Eevee, use phony global illumination and volumetrics, resulting in surreal results. Unreal Engine, on the other hand, performs all of these things rather precisely by adhering to real-world physics principles.
The Unreal Engine is used to produce 3D scenes for animations in addition to being a game engine. In real time, it generates ultra-realistic render outputs. It was created by Epic Games and is accessible for free. It is based on the DirectX 11 and DirectX 12 API.
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Eevee is the most widely used real-time render engine, and it comes pre-installed with Blender. Eevee is a lightning-quick render engine that aids artists in setting up and previewing lighting in real-time.
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Well, Blender isn't a game engine, and it's not designed to perform final animation renders in real-time the way a game engine does. The design goal of the EEVEE renderer is to provide real-time or near-real-time previews and fast (but not real-time!) high-quality final renders. As mentioned on the development page, it uses gaming rasterizer techniques to render quickly, but it is not a gaming renderer itself, and it targets high quality final renders that aren't subject to a fixed frame rate.
So, for the soft-body example above, you should be able to easily achieve a 30 FPS render in preview mode (with full PBR-like materials and lightning, even without baking the physics, since the physics aren't very complicated), demonstrating that EEVEE can, in fact, render animations in real-time by cutting various corners, but the final render with default settings will be higher quality and quite a bit slower (1-2 FPS seems about right). I don't think Blender exposes a sufficient number of settings that would allow you to perform the final render at the same speed as the preview.
You could request such a feature (basically a checkbox to reduce the final render quality to the preview-level quality), but I don't think there would be much interest, because most Blender users aren't looking for real-time final renders; they just want fast previews. That's because they're either using Blender to develop assets for true real-time game engines (and so just need a fast preview to see what they're doing and have no intention of using Blender for the final render), or they're planning to render a high-quality still image or fixed animation and want to prioritize render quality over render speed.
Eevee is not that much evolved yet, also blender has made it for previewing final and much more realistic results than game engine which focuses on making you visualise things and approximates much more than eevee for a faster playback also the thing you should check is that you have already baked the animation in blender so that it is not calculating everything while playback as most of the game engines try to calculate as much feedback as possible and keep that in the memory because of which they even require high amount of memory compared to eevee and don't have to calculate many things while playback is going on.
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