There is a lot of work being done to make engines and assets scaleable. Has he completly glossed over idTech and unreal running on an ipad? Simplygon Skeletal Mesh Simplification http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html#July%202011%20UDK%20Beta%20Upgrade%20Notes
Class Polycount_Filters extends Polycount_UI { local string Voxel; local string Popcorn.Gif; Voxel = Popcorn.Gif; } Just started hacking unreal kismet node scripts together this week, feel free to laugh at my non-programmer artist based assumptions. He may be just trolling now, I can't tell.
What they need to show to be competitive with today's realtime rendering engines in general: - HDR gamma correct internal rendering, linear lighting (I actually doubt that Dell even knows what this is) - high number of dynamic lights and cast shadows (preferably use deferred rendering) - at least 15-20 fully animated…
It is a far more complex question. We in offline rendering use a lot of raytracing by now, but with very very heavy optimizations so that we can still run it in parallel. We have render nodes with 8 CPUs, each with 4 threads AFAIK, and they work just fine. The general problem with raytracing is that when a reflected ray is…