"The final animated VFX would be added in later; the screens were merely to provide interactive lighting to match the animations." -- https://ascmag.com/articles/the-mandalorian, discussed here: https://news.ycombinator.com/item?id=22378679
I don't think that's correct, the ILM team presented this technology in a video:
https://youtu.be/gUnxzVOs3rk?t=104
(paraphrased) "it was designed to both light the actors and be a background that we can photograph, so that we end up with real-time live pixels in-camera"
Also from the article you linked:
> If the content was created in advance of the shoot, then photographing actors, props and set pieces in front of this wall could create final in-camera visual effects — or “near” finals, with only technical fixes required, and with complete creative confidence in the composition and look of the shots.
I'm not an expert in film terminology but it does not sound by any stretch that this was primarily about lighting.
It was for was shot composition as well; the cinematographer could see how it would end up while shooting. The screens updated to match the camera position in real time (e.g. to show the rest of a spaceship whose door was a physical prop).
I wonder how many GPU's that system had.
This goes into way more technical details: https://ascmag.com/articles/the-Mandalorian Particularly interesting is how the system had ~10 frames of latency, so excessively fast camera turns would show lower quality renders.
Umm, Ray tracing would love to have a word :P
In all seriousness, typical animated frames for big budget films easily take hours or longer _per frame_. It really depends on what looks you're trying to achieve. Game engines have come a long way in terms of realistic graphics with realtime rendering, but it's worth noting that it's still not the same quality as a fully ray traced scene (whether that matters depends on the content I guess)
After it is filmed, they can still go back and touchup the backgrounds. Someday with ray tracing they can do real time finished products, but for now the tech works great at what its intended to do.
btw. Only about 50% of the scenes were made with this setup. rest was traditional ray-tracing.