Talk:Pre-rendering

Latest comment: 15 years ago by Subversive.sound in topic Prerendered but customized

Untitled

edit

Wikified as part of the Wikification wikiproject! Merged content from Prerendered and created the redirect. JubalHarshaw 19:21, 20 November 2006 (UTC)Reply

Computer-animated movies

edit

Do we really need to state that computer-animated CG movies like Toy Story, Final Fantasy, etc. are completely pre-rendered? All films/video are "pre-rendered" in the sense that they're shot/rendered by the filmmakers beforehand rather than being created by the TV station/VCR/DVD player/film projector/etc. in real-time. That's what makes FMVs "pre-rendered"—the fact that they're video rather than in-game scenes.--Subversive Sound (talk) 18:03, 21 October 2009 (UTC)Reply

Prerendered but customized

edit

What about in Dead Rising where, during the cutscenes, if you've modified the character's clothing or they're covered in blood (though the latter doesn't seem to always apply) it is shown as such? If you enter a certain cutscene trigger at a certain camera angle, that doesn't change the cutscene, but if you're dressed differently it'll show up. How does that work?--unsigned

I've never played Dead Rising, but they're either not pre-rendered scenes, or the game has different versions of the same FMV sequence using each permutation of character clothing (not practical if there are many scenes and many clothing choices), or it's possible that the character's clothing is spliced into the video from a set of clothing animations. BTW, remember to sign your post. --Subversive Sound (talk) 18:03, 21 October 2009 (UTC)Reply

Prerendered sprites

edit

How about prerendered sprites like in Donkey Kong? 134.173.51.131 (talk) 08:19, 25 November 2007 (UTC)Reply

Good point. There should definitely be a section on the use of pre-rendered sprites. All 2D sprites are "pre-rendered" in a sense, but the use of pre-rendered 3D sprites is of particular note. It's how 3D-looking characters were created in older consoles, and even on modern handhelds like the DS to create more detailed 3D objects than the hardware could produce in real-time.--Subversive Sound (talk) 17:44, 21 October 2009 (UTC)Reply

Camera angles

edit

I'm not entirely sure that this statement 'A game with pre-rendered backgrounds is forced to use fixed camera angles' is accurate. A pre-rendered background doesn't necessarily have anything to do with the camera. The simplest example would be a pre-rendered background that is larger than the area the camera observes. Clearly the camera can pan around the environment, zoom in or out, etc. The reason that the camera angle doesn't usually change is because most pre-rendered art is being viewed as a distant 2d object, so you typically have it remain static even when the camera moves around elsewhere. Think of, for example, a 3d object with a pre-rendered background. The camera can move to any angle to view the 3d object, while the background remains static. —Preceding unsigned comment added by 12.205.124.149 (talk) 08:53, 16 December 2007 (UTC)Reply

Examples in games

edit

Something has to be said about Grim Fandango, and possibly the Blade Runner game, surely. Both are fantastic examples of prerendering in action. 79.67.172.216 (talk) 23:18, 23 January 2008 (UTC)Reply

Add 99 percent of all adventure games to that list. (BTW: How about a list?)
It's not entirely a technical issue. Pre-rendered graphics can be used with 360° freedom, and they give the creator 100% control over the quality that's on screen. I still prefer them over realtime 3D as a gamer. They don't age. 92.229.73.57 (talk) 04:25, 21 February 2009 (UTC)Reply