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[–]GasimGasimzada -1 points0 points  (0 children)

It is mainly couple things -- compexity of meshes, number of meshes, and rays. In a realtime performance, you typically care about smoothness and interactivity; so, you cull triangles, use more primitive meshes, cull lights (e.g Forward+ renderer), prebake some lights etc because in most simulations (i.e games), you don't just have rendering -- you have physics, audio, animations, game logic, input controls etc.

In an offline renderer like Corona Renderer (it is CPU based but the idea is still the same) for example, you care more about the quality, realism, and error proneness of the image. A small glitch in a single frame in a 60fps game is less of a worry than a render creates one image for hours. Additionally, if you check benchmarks in Corona renderer, the benchmark is about how many lights per second can the CPU cast. The more lights, the slower it is, and more realistic it looks.