Most of what I do is Archvis/ 4d animations.
My current workflow of sending everything Blender to Unreal means maintaining every scene twice, and I'm really only using it to render my blender scene. EEVEE doesn't hold up for the big outdoor scenes, Cycles looks great but is slow, and I much prefer working in Blender, so I've been building a render engine that runs in Blender.
Currently working - volumetric clouds and atmosphere, GI, moving lights, displacement from height maps, large foliage scenes, glass, wind driving foliage/waves/clouds, a live 2D water sim and big oceans.
The main video is captured straight from the viewport on the highest setting (2560x1072 on a 4090), averaging about 180 ms a frame. At the end of the video is a clip showing the raw screen recording of the viewport on the cinematic and other faster presets, running between 10 fps to around 60 fps, including a forest scene with over 2 million trees, and another sceen that basically has everything in it.
The side by side with Cycles is about 60 ms vs 16 s a frame. Obviously it's not the same quality: Cycles is path tracing. Direct light is pretty close, but bounce light and metal/glass reflections are behind, and that's what I'm working on next.
It runs on a custom Blender 5.1 build at the moment, and there's no release yet; it's built around my own work for now.
it's vibecoded (I know..), and also I know most of you won't have a 24 GB card (Bought it second hand before prices went up and terrified I'll cook it.), so was really an exercise to see what could be built/what is possible.
Keen to hear what people think, especially anyone else stuck between Cycles and Blender -> Unreal workflow.