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Сообщить о проблеме с переводом
"We can do it in real time" is probably something you would have said back then too xD.
Just cause graphics "look good" now, doesnt meant pre-rendered backgrounds cant still be used to provide advantages in other areas with very minimal downsides. Less intensive in environments while keeping the same level of detail and allows for improved character models.
How exactly is that a ♥♥♥♥♥♥♥ yardstick vs a MODERN title?
You realize graphics have changed in 24 years, right?
You're just filling the role many people said way back during the Dreamcast for CV.
I'm not saying code veronica's 3d environments look as good as remake/0's pre-rendered scenes.
I'm not the one that brought up the ♥♥♥♥♥♥♥ game in the first place.
I'm asking on what planet at 24 year old dreamcast game is a viable yardstick vs modern titles.
The characters look the way they do because capcom did them via photogrammetry rather than hand sculpts.
They wouldn't magically change their style for doing them with pre-rendered backgrounds.
So you going to actually answer the question at some point? Because you haven't.
You seem to be in the practical "good enough" crowd of developing.
But a lot of us fixed camera fans want 3d model graphics that are pushing the limit of what is possible!
Working with both Unity and now Unreal Engine on a daily basis.
You don't seem to understand team developer resource allocation, and a dev team's artistic goals for a game.
You're arguments are mute based off single dev or cost effective team development of a game - catering to expected graphical standards of today's contemporary released games.
You are in the mindset of "we do things the way we do because this is how we do things the way we do" (cost effectiveness, cooperate expectations and budgeting).
Your counterargument in circular.
Set your mind free from the constraints of real time 3D environments.
Are you actually aware of how good we able to make a player controlled 3D character look these days before removing details, fluid facial expression animation and fabric textures before putting the 3D character model into a real time 3D environment?
Do you know how far some of the best artist have come working on realistic indoor close up camera in-door environment and outdoor foliage? And how to we can implement realistic lighting and shadows.
You don't seem to be aware of the trade offs going from a fixed camera to real time 3D environment.
Purchase a theater ticket to a modern movie blockbuster and think hard about how much resources in a dev team it is possible to allocate into a fixed camera Resident Evil game with revolutionary high quality character models and fixed camera environments.
Set your mind free from the constraints of real time 3D environments for a moment.
EDIT:
Do you understand how good we are able to make Jill Valentine look these days by letting her walk towards the camera point of view down a indoor hallway by using a fixed camera pov? i bet you don't.
Like fixed asset resolution.
And inability to have a dynamic scene.
I'll ignore the rest of your idiotic rambling as it's the usual "I'm totally a dev and know what I'm talking about!" garbage.
You also don't seem to understand the difference between fixed camera and pre-rendered. They aren't the same thing.
You don't have to pre-render the scene as a static image to do a fixed camera angle.
If you actually spent time doing 3d work you'd know that.
Have fun 3D modeling with time constraints.
We're done. I'm out.
You tried to sound smart and said things that made no actual sense to anyone who actually understands tech.
I've just read through this whole topic, and it is an interesting conversation to read. I grew up (37 years old now) playing all the originals and the first RE remake and RE 0, I more so side with the pre-rendered/video file type backgrounds in this discussion, but the reasons may be more so based on a kind of intuitive assuming it would look better, not a hard deep thinking about it.
Seamus, I think you'll find the pre-rendered sentiment somewhat common, https://www.reddit.com/r/residentevil/comments/rx0cqj/remake_still_looks_gorgeous_20_years_later/
https://www.reddit.com/r/gaming/comments/yy9m2d/resident_evil_1_remake_came_out_in_2002_resident/
I'm not sure about whether it would actually be better or not, I lack the development/graphical and etc background information necessary to really get a definitive conviction about the matter. All the arguments being made here for pre-rendered resonate, and on the surface, seem good/convincing. I'm sure there's some people in the game development scene that could answer this definitively, it'd be interesting to see what they would say. Someone needs to email Capcoms development/Resident Evil creators department and demand an answer, lol.
It accomplishes nothing these days. Doing fixed camera angles doesn't require them. There's just no upside to it at this point.
As I said, the pre-rendered backgrounds only exist for the resolution they're rendered for. Want to use a higher resolution? Enjoy noticeable artifacting and pixelization.
Want to use an ultrawide monitor? Enjoy black bars because there's no visual data to show when making the image wider.
Want to have an animation happen to not have it be 100% just a static image? Cut in a video file that comes with its own shortcomings like compression artifacts making it stand out from the pre rendered background.
It's all a lot of damn nostalgia goggles.
Great points, thanks. Listing out the various cons definitely helps me look at it a bit more objectively.