Weta is researching and building (amongst other things) graphics processing technologies.
Being able to take cutting edge technologies from the film industry, optimising them and selling them as “click and go” solutions in Unity would be a huge win.
StageCraft is the only thing where there is even a small overlap between game tech and the film industry, and that one is using Unreal Engine. Other than that, the special effects used in movies render at minutes per frame, not frames per second as in games. There’s no technology suitable for Unity in that.
I can think of applications of Weta’s MASSIVE in games.
They do a lot of work on mocap technology, which is used in game dev.
And sure, movies run at minutes per frame, but reusing the knowledge and skills developed during the production of them can be applied to game development. It’s not 1:1, but there’s transferable skills.
And there’s always emerging technology. Take Gaussian Splatting, that potentially could take realistic low-fps CGI scenes and make them realtime.
The talk was that Unreal was starting to get used in the entertainment industry for real-time set effects and they had no way to compete in that space.
Weta was an especially weird and expensive acquisition, since they’re not even in the same field.
Weta is researching and building (amongst other things) graphics processing technologies.
Being able to take cutting edge technologies from the film industry, optimising them and selling them as “click and go” solutions in Unity would be a huge win.
StageCraft is the only thing where there is even a small overlap between game tech and the film industry, and that one is using Unreal Engine. Other than that, the special effects used in movies render at minutes per frame, not frames per second as in games. There’s no technology suitable for Unity in that.
I can think of applications of Weta’s MASSIVE in games.
They do a lot of work on mocap technology, which is used in game dev.
And sure, movies run at minutes per frame, but reusing the knowledge and skills developed during the production of them can be applied to game development. It’s not 1:1, but there’s transferable skills. And there’s always emerging technology. Take Gaussian Splatting, that potentially could take realistic low-fps CGI scenes and make them realtime.
The talk was that Unreal was starting to get used in the entertainment industry for real-time set effects and they had no way to compete in that space.
Well yes, but for that they need to develop a competitor to Nanite, and Weta won’t get them any closer to that.