![]() The most graphically advanced use of entirely pre-rendered graphics in games is often claimed to be Myst IV: Revelation, released in 2004. Shortly after, the release of Myst in 1993 made the use of pre-rendered graphics and CD-ROMs even more popular most of the rendered work of Myst became the basis for the re-make realMyst: Interactive 3D Edition with its free-roaming real-time 3D graphics. The game featured pre-rendered video sequences that were at a resolution of 640x320 at 15 frames per second, a feat previously thought impossible on personal computers. Released in 1993 as one of the first PC games exclusively on CD-ROM, the game was hugely popular, although reviews from critics were mixed. One of the first games to extensively use pre-rendered graphics along with full motion video was The 7th Guest. The Sharp X68000 enhanced remake of Ys I: Ancient Ys Vanished, released in 1991, used 3D pre-rendered graphics for the boss sprites, though this ended up creating what is considered "a bizarre contrast" with the game's mostly 2D graphics. The use of pre-rendered 3D computer graphics for video sequences date back to two arcade laserdisc video games introduced in late 1983: Interstellar, introduced by Funai at the AM Show in September, and Star Rider, introduced by Williams Electronics at the AMOA show in October. Pre-rendered graphics are used primarily as cut scenes in modern video games, where they are also known as full motion video. Another problem is that a game with pre-rendered lighting cannot easily change the state of the lighting in a convincing manner.Īs the technology continued to advance in the mid-2000s, video game graphics were able to achieve the photorealism that was previously limited to pre-rendering, as seen in the growth of Machinima. However, in some advanced implementations, such as in Final Fantasy VIII, real-time assets were composited with pre-rendered video, allowing dynamic backgrounds and changing camera angles. This is generally not feasible due to the large amount of space required to store pre-rendered assets of high quality. A game with pre-rendered backgrounds is forced to use fixed camera angles, and a game with pre-rendered video generally cannot reflect any changes the game's characters might have undergone during gameplay (such as wounds or customized clothing) without having an alternate version of the video stored. Another negative side of pre-rendered assets is that changes cannot be made during gameplay. The disadvantage of pre-rendering, in the case of video game graphics, is a generally lower level of interactivity, if any, with the player. ![]() For instance, a comparison could be drawn between rail-shooters Maximum Force (which used pre-rendered 3D levels but 2D sprites for enemies) and Virtua Cop (using 3D polygons) Maximum Force was more realistic looking due to the limitations of Virtua Cop's 3D engine, but Virtua Cop has actual depth (able to portray enemies close and far away, along with body-specific hits and multiple hits) compared to the limits of the 2D sprite enemies in Maximum Force. The advantage of pre-rendering is the ability to use graphic models that are more complex and computationally intensive than those that can be rendered in real-time, due to the possibility of using multiple computers over extended periods of time to render the end results. The term is also not used to refer to hand drawn assets or photographed assets (these assets not being computer rendered in the first place). This term is generally not used to refer to video captures of real-time rendered graphics despite the fact that video is technically pre-rendered by its nature. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This includes content that could have been run in real-time with more effort on the part of the developer (e.g. The term pre-rendered refers to anything that is not rendered in real-time. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. ![]() Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. ( Learn how and when to remove this template message) ![]()
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