Brigade is meant to be real-time, for games / pre-vis, etc... while keeping the goodness of unbiased path tracing.
Unreal Engine can do both, it can do LPV (some kind of GI using SH) and baking. Baking is the most common option (see the latest works done with UE4 on archvis, very nice but it's a baked scene, so not much dynamic objects).
That's why games like Battlefield as they have fully destructible objects avoid baking (IIRC, they used Geometrics).
But for static scenes, baking is probably one of the best options.
The point of
Brigade is having the quality of baked lightmaps but in real-time so you can move your objects, change the lighting... (You guys use Octane, I don't need to explain haha
)
You don't need 64 GPUs to run
Brigade, don't worry. The point of using the cloud is that anyone even if they have a terrible machine (Not everyone has 780ti's, especially normal gamers or architects) They still can use
Brigade how it's meant to be.
Brigade 3 currently renders 720p@30fps on a single GPU (780, not TI).
And we're still refactoring some stuff there and there, so the performance is not even final...far from it.
It'll be much faster soon.
Our main objective is the noise-free real-time rendering, we reduced the noise A LOT since I'm working on it, I can't judge too much about previous versions of
Brigade, I'm working on it since
Brigade 2.
Then all the ORBX workflow will be usable in
Brigade too, Like you do your scene on Octane - you can render it on
Brigade and vice versa.
For game devs, they shouldn't worry, there is enough CPU/MEM to do their game logic, sound, AI, physics, etc...
We'll give you guys updates about
Brigade soon! Sorry about that lack of news, but no worries, it's actively being worked on.
Thanks.