Oookay, some info on render times as promised...
First of all everything is fully raytraced, but not too many reflective surfaces and almost no refractions are visible in the usual type of content.
We're using area lights and global illumination, not sure about how many diffuse bounces are included though.
We have very few things to adjust with regards to quality, which is actually a welcome thing as it makes optimizing renders an easier task. It's also safe to say that even our preview settings look significantly better than the average game; however both motion blur and GI and shadows are quite noisy, so we have to take a significant hit for acceptable image quality.
Now the problem is that each scene is separated into various layers for a bunch of reasons. Sometimes it's impossible to render everything together because it'd cause memory problems and so on. It's also faster to re-render just an individual element if something is wrong with the asset or the animation.
The other reason is that we optimize a lot - for example if we render a character with metal pieces on his clothing, those would have to reflect the entire environment. But for this layer we switch all the other objects to a lower detail version with simplified shaders if the reflection is a bit glossy and distorted, because noone would see the difference.
Averages for a randomly selected shot's elements are:
- main character 40 minutes per frame
- various hair eyebrow fur layers etc. 3-7 minutes
- various set elements/dressings 5-7 minutes
- volumetric smoke elements 4-20 minutes
Some elements haven't been completed and rendered at preview settings:
- secondary characters in background 5-8 minutes
- main set 20 minutes
Altogether 32 layers for this shot, all at 1280x544 resolution.
As suggested by the above, moving from preview to production settings increases render times about 500%. So we can say that the combined rendering time for all elements will add up to a few hours.
The 2D compositing job that combines these elements together and adds various post processing effects renders in about 3 minutes per frame. These include stuff like color correction, tone mapping, relighting on both individual elements and the final image, and even crazy little tweaks like adjusting color and transparency for hair and eyelashes in some cases.
We have a few dozen render machines purchased during the past years so they're not all the same; the fastest ones have two 6-core Xeon CPUs. Such a machine may render two frames at once AFAIK.
I guess this can help puts the requirements of raytracing into perspective.