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To render a 16K Unreal video with RTX A6000?

 ------ Summary ------

Founded in 2007, InfoComm China is one of the most anticipated annual technology exhibitions in China.

Recently, entrusted by a friend, I re-produced a 16K resolution "After the Mountain Rain"  to show the computing power of NVIDIA RTX A6000, GM Player, and the actual performance of LED screen.

Please come to visit the official NVIDIA booth PA3-01 at the Beijing National Convention Center (7 Tianchen East Road, near the Bird's Nest).

The content of the new video is totally same as the original 4K Version. But it is really a rare experience to render such a resolution video in Unreal Pipeline! The resolution of the video is 15360x7680, that is, two complete 7680x7680 screens are stitched horizontally. With the powerful computing power of RTX A6000, it only takes 1.19 seconds to render one frame!
 ------ GM Player ------

For such a 16K heavy video, a regular player is obviously inavaliable. This is because the RTX GPU sets a resolution limit for decoding: 8192x8192. So in fact, the 16K video played by the LED Wall is composed of the left and right segments that are pre-cut to 7680x7680, which are spliced in real time by GM Player.

The core technology of GM Player is to play multiple video files synchronously, so that multiple screens can be integrated into a whole on the display terminal. The key to this is "frame synchronization", that is, to ensure that each frame of the two pictures appears at the same time. If the frame synchronization is wrong, the final look will be ripped.

GM Player does not have any restrictions on the total resolution of the video and the number of signal channels. Even if a high bit rate and high frame rate video, there will be no problem at all.

In addition, except for the LED screen used in this exhibition, GM Player is also compatible with projection fusion technology.
 ------ The importance of VRAM ------

Speaking of the RTX A6000, due to the existence of the large 48GB VRAM, the rendering process is a one-off, that is, no split rendering technology is required.
This is extremely important for actual projects, because although Movie Render Queue's HighResolution module can use multiple splicing methods to allow small VRAM to output large renderings, but this is a last resort because it has various restrictions. :

1. There may be seams between the rendering blocks, which require additional manual inspection and adjustment.

2. Incompatible with automatic exposure, additional manual exposure control is required.

3. The most important thing is that the HighResolution module has compatibility issues for many rendering features, such as TAA, halo, motion blur, some screen space effects, etc...

These restrictions obviously limited the freedom of artists. So in actual projects, I generally avoid using HighResolution as much as possible, but as simple as possible to expand the VRAM -- to upgrade the graphics card. The effect of infrastructure upgrades is immediate!
Sample image: Seams from HighResolution rendering, no final image. Can be fixed by extra manual test
BTW, I found a little secret of Unreal rendering in this project. When I tried to output 19200x10800 for the first time, I got the following error, that is, the maximum rendering resolution allowed by the GPU is 16384x16384. (Maybe from window render target limitation)
Note: Rendering speed details: Take the first shot as an example, 15360x7680 resolution, 450 frames, PNG format, rendering time is 8 minutes 54 seconds (534 seconds), the average time per frame is 1.18666 seconds, rounded to 1.19 seconds. If the extra loading time caused by the MRQ Remote Render mode is excluded, the calculation time per frame may actually be less than 1 second.

Note: infocomm China official website:
https://www.infocomm-china.com/cn/

Note: After the Mountain Rain:
https://www.behance.net/gallery/100516355/After-the-Mountain-Rain-Unreal-Engine-Rendering



To render a 16K Unreal video with RTX A6000?
Published:

To render a 16K Unreal video with RTX A6000?

Published: