EEVEE uses rasterization to estimate lighting in real time, trading physical accuracy for interactive speed
EEVEE is Blender’s real-time render engine, based on rasterization rather than path tracing. Rasterization first determines what surface is visible from the camera, then estimates how light interacts with those surfaces using approximation algorithms (screen-space reflections, ambient occlusion, shadow maps). Path tracing (Cycles) instead traces individual rays through the scene, computing accurate bounces, caustics, and global illumination at far greater cost. EEVEE’s approximations mean it is ‘not perfect’ and cannot match Cycles on caustics, accurate global illumination, or some transparency effects — documented limitations. The practical tradeoff: EEVEE updates interactively in the 3D viewport in milliseconds while Cycles renders frames in seconds to minutes. EEVEE is designed around PBR principles, so it previews physically-based materials live and can also produce high-quality final renders.
Examples
Select EEVEE in the render-engine dropdown; the 3D viewport immediately shows a lit PBR preview updating in real time as you move objects. Switch to Cycles for a final render with accurate global illumination.
Assessment
List three visual effects Cycles renders accurately but EEVEE must approximate. Explain why EEVEE updates the viewport in real time while Cycles does not. When would you still choose EEVEE for a final render?