Maxon announces new hardware requirements for both CPU and GPUs. How will this impact existing users, and those shopping for new systems?
Unreal Engine 5 offers some amazing features for game developers and film makers. How do we test for this workflows, and what features are coming to future Unreal Engine benchmarks.
PugetBench for Premiere Pro is getting a major overhaul in the 0.98 version. What has changed, and why are we making these changes?
For a long time here at Puget Systems, we have been putting together computer hardware recommendations for a wide range of applications. A lot of that advice is gathered from the far corners of the internet, by a range of different folks here within our company, but our Labs team delves especially deep into certain software and workflows. As such, we are beginning to brand some of our recommended systems with an additional “Labs Certified” status – and I wanted to take a moment to give you some details on why we are doing this and what it means for you, our customer.
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.
After spending time researching how various industries use Unreal Engine, I’ve begun learning Unreal’s Blueprint system and have the beginnings of the benchmark.
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.
The benchmark continues to progress, and results are rolling in.
After several rough weeks, the end is in sight. Scripts are cleaned up, benchmark package is created, now to see if it works.