Blender | What it depends onGPU and VRAM for Cycles, then cores for simulation bakes and the CPU side of the pipeline. | How it shows upA scene that renders until it exceeds the card's memory, then falls back to the processor and takes hours. | Start withFocus MaxOne strong card for the artist seat |
|---|
Maya | What it depends onSingle-core speed for rig evaluation, then GPU for Arnold and Redshift batch renders. | How it shows upAnimation playback that drops below real time on a heavy rig, and a shot sequence that runs past the deadline. | Start withUltrafocusTwo cards on the render queue |
|---|
Unreal Engine | What it depends onOne strong card, not several. Real-time rendering does not divide across GPUs the way a batch render does. | How it shows upFrame rate in the editor, Lumen and Nanite headroom, and how long a shader compile blocks the build. | Start withFocus MaxA second card only for live output |
|---|
Cinema 4D | What it depends onGPU and VRAM for Redshift, with single-core speed for the serial parts of the scene. | How it shows upViewport lag as the MoGraph stack deepens, and sequence render times against a delivery date. | Start withFocus MaxFocus X once sequences are daily |
|---|
Houdini | What it depends onCores, memory and disk for simulation — then GPU on top for Karma XPU and Solaris. | How it shows upSim times, cache sizes that fill a drive in an afternoon, and volumes too large to hold in memory. | Start withHyperfocusFilm-grade FX and rendering |
|---|
Nuke | What it depends onCores and memory for the comp tree, with one card carrying the GPU nodes. | How it shows upViewer response on a deep graph, and full-resolution plates that force a drop to proxy. | Start withFocus MaxMore memory before more GPU |
|---|
| Render engines generally | What it depends onVRAM is a wall, not a slider. A scene either fits in the card's memory or it does not. | How it shows upA render that was fast yesterday failing today because one more texture set pushed it over the limit. | Start withSize the card to the sceneNot to the benchmark |
|---|