The discussions around CPU and GPU rendering often revolve around speed. However, there is many more factors when looking for the best option.
PugetBench for Premiere Pro is getting a major overhaul in the 0.98 version. What has changed, and why are we making these changes?
Unreal 5.2 has finally become official. We take a look at some of the more important features that many creatives will be excited about.
Introduction The initial release of Unreal Engine 5.0 was aimed at game developers. Features such as Nanite, Lumen, MetaSounds and World Partition improve the look and performance of games. However, some of these features did not support in-camera VFX (ICVFX), and other virtual production specific features from 4.27 were not brought over to 5.0. Well,
NVLink is a proprietary NVIDIA interconnect for high-speed communication between video cards. If you are considering NVLink for your next Puget Systems workstation, this post will help you decide if it is right for you and show you how to get it.
What changes can we make at Puget Systems to be a bit more gentle towards our planet? We are introducing one big change towards this goal.
The more we dive into Unreal, and talk with users, the more we learn what needs to change in our test suit. After a few rounds of testing, some shortcomings have been exposed, and some new features have become available. We’ll go over the plan to fix these and ask if you have any additional suggestions.
A recent call from a customer came with a unique problem: She needed a system optimized to run Blender, a program that Puget Labs has not yet directly tested. Blender is an open-source application used for a host of content creation, from animation and visual effects, to virtual reality, rendering, and computer games.
Being adaptable is a key tenet of any business. That is especially true when the needs of your customers can change pretty quickly.
A lot of what we do in Labs is somewhat predictable. But what we are really looking for is the unexpected.