Dead Cells uses a pre-rendered pipeline to quickly iterate on animation and characters & reduce ingame overheadHowever, I can't think of too many Pre-Rendered Sprite games these days. Curious if anyone has some examples of that.
Pre-rendered animation frames. They lit the set and did a bunch of renders, then pieced it together to animate the background.i wouldn't say i "miss" them, necessarily, but rather, unlike most people, i never really had much of a problem with them. i figured a lot of games, like the dkc series in particular, looked particularly fine, if not great.
wait...how the hell do you have lighting change like that in a prerendered environment?
The backgrounds are basically videos, including the lighting, just at very high fidelity. The real trick the game plays is a 3D lighting model that lights what were very high fidelity character models in a way that mirrors the lighting that's playing in the rendered backgrounds. So if there's a light on the wall to the left, the light you're seeing in the environment is a video but the light on the character is a light you can't see lighting the 3D character model. It's an amazing trick but creates an incredible sense of blending between the characters and the environments, particularly at the original GameCube resolution. It's why this was the absolute height of pre rendered environments.wait...how the hell do you have lighting change like that in a prerendered environment?
Thank you for mentioning Fear Effect. Those games were the coolest looking thing when I was a child.Yes I do. Fear effect 1 and 2 are one of my fav games when it comes to pre rendered/FMV backgrounds, stunning work.
too bad the remake got cancelled.
Crow Country does a clever job with using filters and shading to give off the pre-rendered background look while actually being realtime geometry.
There's a demo for it on Steam:
View: https://store.steampowered.com/app/1996010/Crow_Country/
Yes I do. Fear effect 1 and 2 are one of my fav games when it comes to pre rendered/FMV backgrounds, stunning work.
too bad the remake got cancelled.
Exactly what I was going to say. It was a way developers could almost fake high quality 3d characters in a period when it was impossible to do it in real time.Not really. That stuff was prerendered because you coudnt really render it in real time. Now we can.
Yes, Planescape: Torment was a game that I really enjoyed playing because of the pre-rendered scenes.
Pre-rendered animation frames. They lit the set and did a bunch of renders, then pieced it together to animate the background.
The backgrounds are basically videos, including the lighting, just at very high fidelity. The real trick the game plays is a 3D lighting model that lights what were very high fidelity character models in a way that mirrors the lighting that's playing in the rendered backgrounds. So if there's a light on the wall to the left, the light you're seeing in the environment is a video but the light on the character is a light you can't see lighting the 3D character model. It's an amazing trick but creates an incredible sense of blending between the characters and the environments, particularly at the original GameCube resolution. It's why this was the absolute height of pre rendered environments.
There is something to be missed about how well a prerendered shot can set the mood compared to the modern day behind the player view. For example: