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>current year >desktops still unable to render toy story
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>current year
>desktops still unable to render toy story in real time
>>
you sure about that?
>>
The Toy Story sources are all gone, so you will never see computers be able to render them in real time
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Not accounting for aliasing, most games nowadays have a higher poly count and level of detail then Toy Story did, and are renderred real time, 60+ frames per second, not 1 frame per minute.
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>>52402461
pls. even basic machinima projects blow that quality out of the water even on a modest box with a good gpu.

what's irreplaceable about a group like pixar is the writing and story/character development. the hardware is way beyond 1995 level.
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>>52403318
it took a massive CPU farm to render toy story. if you look at the specs, youll know a single desktop still cant accomplish that
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>>52403358
>if you look at the specs
Nice bait
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>>52402539
>>52403318
toy story used ray tracing
that still can't really be run in real time
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>>52402461
The specific method that it was rendered it would not make it possible to render in real-time, but the same result could be produced in real-time if up to date rendering techniques were used. The mid 90's were a long time ago and there has been a lot of development since then in graphics rendering and home computer processing power.
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>The biggest struggle was to keep each frame down to 20GB of memory. Pixar’s render farm uses machines with 96GB of RAM each, but since the machines need to process four frames in parallel, anything much higher than 20GB was dangerous. That might seem like a lot for a single frame, but it has to hold every object in the scene, on-and-off camera, right down to the hairs of each monster’s fur. As long as it’s reflecting light, it needs to be in memory. And if any of those hairs move, the light has to be completely recalibrated — usually in another overnight turn through the render farm.

http://www.theverge.com/2013/6/21/4446606/how-pixar-changed-the-way-light-works-for-monsters-university
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>>52403471
Wot?"

https://www.youtube.com/watch?v=KYekhnLHGms
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>>52403740
Monsters University is wayyy different from the first Toy Story
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>>52405012
That's meshless though, just working on geometric primitives. Try doing that for example on complex vertex based meshes and you'll soon see the issue. We can render ray tracing in real time, but it's still a very hard thing to do.
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>>52405154
>>
>current year
>desktops still unable to run unlimited detail web engine
https://www.youtube.com/watch?v=JD6CStvkXQQ
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>>52405286
this, your average gaymen pc certainly isn't going to be able to do it at a playable framerate
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>>52403358
Lol, that whole farm has less flops than a 7970.
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>>52405442
it also wasn't running at anywhere near realtime
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>>52403358
[citation needed]
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