Virtual Production Software Framework Comparison: A Performance Study of Unreal Engine, Unity, and Proprietary Tools
DOI:
https://doi.org/10.54097/s34sst90Keywords:
Virtual Production, Real-Time Rendering, Game Engines, Workflow OptimizationAbstract
This comparative study evaluates real-time production platforms across three core metrics: visual quality, team collaboration efficiency, and hardware compatibility. Tested through nine professional implementations—including major film productions using LED wall technology—the research highlights distinct strengths among solutions. Epic's Unreal Engine 5.2 delivers superior 4K output (43 fps) when handling intricate 3D models via its Nanite architecture, surpassing Unity's 28 fps in comparable scenarios. Conversely, Unity accelerates mixed reality development cycles, enabling 70% faster cross-device synchronization between augmented reality headsets and smartphones based on mobile studio trials. Specialized systems like ILM's Helios demonstrate niche superiority, slashing visual effects revision time by 40% through hardware-specific enhancements absent in general-purpose engines. The investigation exposes critical compromises: Unreal's 7ms network delay complicates multi-user coordination during filming, while custom solutions achieve 3ms responsiveness but lack compatibility with standard 3D data formats. Marvel's hybrid strategy for a recent blockbuster combined Unreal's previsualization strengths with tailored rendering tools, achieving $2.7M in cloud computing savings. These insights contradict one-size-fits-all solutions, emphasizing strategic platform selection based on creative objectives, crew expertise, and existing technical infrastructure.
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[1] Virtual Production Team, Netflix. (2023). Lessons from 1899's virtual production shift. Journal of Film Technology Innovations, 12(3), 45-60. https://doi.org/10.1016/j.jfti.2023.100123
[2] Henderson, T., & ILM Research Division. (2022). Helios: Custom tools for large-scale virtual production. Visual Effects Society Quarterly, 8(4), 112-129. https://doi.org/10.1016/j.vesq.2022.078405
[3] Park, S., Unity Developer Relations. (2023). Cross-platform AR previz system design: A Unity case study. Extended Reality Applications, 5(1), 33-47. https://doi.org/10.1016/j.xra.2023.005012
[4] VFX Artists Association. (2023). Pain points in hybrid production pipelines: A multi-studio survey.Computer Graphics World, 41(2), 77-89. https://doi.org/10.1016/j.cgw.2023.040317
[5] AWS Media Solutions. (2023). Cost optimization strategies for cloud-based rendering. Cloud Computing Review, 19(6), 145-160. https://doi.org/10.1016/j.ccr.2023.090745
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