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Anonymous /v/713517394#713549789
6/24/2025, 10:02:29 PM
>>713548584
>If you want to make something photorealistic then you're going to be writing a fuck ton of custom shaders and giving artists enourmous resources and you will need directors that are passionate to the point of auteur.
You're still thinking within the constraints of how most engines operate today, not where things are heading or what Unreal Engine already represents. UE isn’t just some game engine anymore. It's the industry leader, and for good reason. It's already revolutionizing film and television through virtual production. Real-time rendered environments, fully immersive sets, dynamic lighting, all at cinematic quality. That’s not theoretical, it’s happening right now. Photorealism isn't some unreachable fantasy. It's the endgame, and we’re already within striking distance. With enough compute power and the integration of AI-assisted workflows, the need for armies of shader writers and artists breaking their backs over every pixel is going to shrink dramatically. Future versions of UE are clearly moving toward automating the grunt work. What used to take months will soon take hours through procedural tools and smart pipelines. Once we cross that line, budget and team size stop being limiting factors. At that point, the only limit left is imagination. Not manpower. Not money. Not time.