http://furryball.aaa-studio.eu/aboutFurryBall/compare.html
nuff said.
Ugh, don't get me started on Furryball. I emailed them my MODO version of that classroom, you know. Vastly better quality than any of the images on their comparison page, and it took less than five minutes on a run-of-the-mill i7. Ten minutes on my quad-core laptop. They didn't want to post it, though, because "only Maya plugins" -- despite the fact that MODO
is available as a plugin for Maya via moma. If they can include Maxwell, which is also an export-to-standalone-based plugin, surely the same setup for MODO is also valid. Bah!
Anyway, back to Redshift... They're releasing a 3ds Max plugin eventually and when they do I'll post some tests here.
edit: also, all this talk about performance is mostly irrelevant. What matters is what you need, how you prefer to work, and how slow you're willing to accept. That's why there's room in the marketplace for both Arnold and Unreal Engine. Arnold is pretty goddamned slow, but it handles pretty much anything you throw at it. It will, as far as I've heard, basically never
fail to produce good results. It just takes a very long time to do so. So if reliability even with complex scenes and high quality is your top priorities and you're willing to pay a lot of money for rendering, then it's a valid choice. But if you need stuff in
actual real-time, you're obviously better off with Unreal Engine, even though it means compromising on flexibility, quality, reliability, etc.
Corona is not the fastest engine around. It really isn't. Many engines, even mental ray, and definitely V-Ray, can be tweaked to produce good results in less render time than Corona would typically take. But the main advantage of Corona is that it gives you quality that competes with the best of what unbiased rendering has to offer, with a feature set that you typically only get in classical biased rendering, performance that isn't too far behind (and sometimes ahead), and a workflow that is better than either. That's a pretty cool thing. Don't get lost in the whole "rendertime" issue.