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Re:Real-time, in-camera background compositing in The Mandal... by GonzaloQuero on Friday February 21, 2020 @05:09AM (#22382110)
I worked in a somewhat similar project in 2015, though not as complex as this, to build background videos for DotParty, using UE4 for panoramas and then stitching them. One of the hugest issues we found was that, because of this being a game engine, a lot of things are not deterministic, so if we used multiple cards or computers, particles and other environmental effects would not be in sync, and the stitches were glaring.
Re:Real-time, in-camera background compositing in The Mandal... by Aeolun on Sunday February 23, 2020 @10:40PM (#22401456)
Yeah, that’s a good point. And taking out the particles and doing those separately is probably near impossible.

For the non-visible screens it wouldn’t matter that much, but they’d still end up with the moving fulcrum for the main engine.

Re:Real-time, in-camera background compositing in The Mandal... by GonzaloQuero on Wednesday February 26, 2020 @07:52AM (#22422445)
I believe it's been improved in later versions, as they've focused in these use cases, and there might even be deterministic particles now, but I'm not sure, because I've been out of the VFX market for quite a while.