torok said:
That's exactly my point about these. And if a scene object can wait for a cloud renderer, it will be a static one that simply could be precomputed and stored on disk (like Mirror's edge and BF3 lightning using radiosity). About ray tracing, it demands real time update, even per frame, sice any camera movement demands a full recalculations of ray tracing. Radiosity can be precomputed at baked on textures since it only changes if the object changes and is independent of the viewer. Ray tracing depends on the viewer position. We know that Azure can be used to offline rendering, since you can take the time you want to deliver a frame. But when talking about realtime, it's much faster. And only the time needed to transmit data between the nodes of the cluster is much more than the time of a frame. |
You can use static illumination but that's a regression in game development.







