Topic: In engine cutscenes vs pre-rendered cutscenes
brie !iFDoautiSM started this discussion 9 years ago#65,334
In engine has the benefit of looking the same as the game while you are actually playing it. Other benefits include seamless transitions and quick little cutscenes in the middle of gameplay are easy to pull off in engine.
Pre-rendered cutscenes, they can look a lot better. You can even use in-game assets to help match the style of the game but it can still look better by virtue of being rendered in advance on more powerful hardware.
Anonymous E double-posted this 9 years ago, 33 seconds later, 1 hour after the original post[^][v]#807,981
just kidding I like both
Anonymous B replied with this 9 years ago, 2 minutes later, 1 hour after the original post[^][v]#807,985
@807,976 (brie !iFDoautiSM)
Your topic needs some pizazz. How about adding Lipton® Soup Secrets® Noodle Soup Mix with Real Chicken Broth, to your content.
FuckAlms !vX8K53rFBI joined in and replied with this 9 years ago, 1 hour later, 2 hours after the original post[^][v]#808,026
@807,963 (brie !iFDoautiSM)
In the old days they were because game engines where very primitive and couldn't do much more than jagged polygons for shapes so a lot of cutscenes were pre-rendered to give them better quality than the regular gameplay offered. Then around the mid-2000's things started to tip as monitors became larger and hardware became more affordable. In order to look good on modern screens, cutscenes had to be rendered at increasingly higher resolutions, which meant larger video files and the need to store and transmit such videos. Since memory and processing power had become so abundant, game programmers had transitioned away from heavily optimized game code which was very time-consuming, yet with the advent of Steam as a web-based distribution platform, game size remained a concern because of the bandwidth required to download cutscenes which account for only a small percentage of gameplay. Developers soon found that the quality of the pre-rendered cutscenes was now falling behind the quality of the actual gameplay engine. At this point it now made more sense to render the cutscenes at runtime and eliminate the large pre-rendered video files entirely.