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Where are the games with pre-rendered backgrounds?

Hopefully that new UBIart RPG's great, successful and encourages more prerendered art games with near flawless image quality and performance.
 
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At first I was going to say this didn't really count because it's technically just a bunch of highly detailed sprites but I guess that's just another type of pre-rendered background (and foreground)
 
That the real time 3D backgrounds are why we have Code Veronica HD? Because real time backgrounds are more versatile and can be upscaled?

And the scene files for CG can be rendered at higher resolution.
Toy Story was originally rendered at 1,536x922, yet they rendered it at 1080p for home video and rendered it again for theatrical 3D. Even Finding Nemo eight years later was only rendered at 1600x900 originally.
The scene files for a game like REmake could be rendered at 4k or 8k for a new release, assuming Capcom bothered to keep them.
You have no point.
 
I'm not entirely sure what you are talking about, but it sounds like you mistake my list of possible surface properties to shadow umbra/penumbra.

I certainly do not propose using only realtime solutions, using mostly pre-computed environments and light transport information has very nice advantages in simple scenes.

Light is additive, you can add realtime calculated lights on top of precomputed ones.
If you have stored enough lighting information and source locations you can quite easily add shadows of moving objects to scene.

More complex methods are possible as well, traditional pre computed radiance transport and light probe methods work as well.

Yup, I think I misunderstood some of what you were saying.

What you're suggesting here makes perfect sense, but it's not really a "pre rendered background" in the sense the OP is talking about, it's precomputed lighting, which already happens in a lot of games.
 
The need for pre-rendered backgrounds has disappeared; it was done because of technical limitations, not artistic choices. These days it's quicker and virtually as effective to use a 3D background.
 
And the scene files for CG can be rendered at higher resolution.
Toy Story was originally rendered at 1,536x922, yet they rendered it at 1080p for home video and rendered it again for theatrical 3D. Even Finding Nemo eight years later was only rendered at 1600x900 originally.
The scene files for a game like REmake could be rendered at 4k or 8k for a new release, assuming Capcom bothered to keep them.
You have no point.

Well, sort of. Yeah, the scene files can be rendered at higher resolutions, but that doesn't mean the assets in there will hold up - especially when the original resolution was so different (unlike, say, Toy Story as the example you gave). Not only is it wasteful in terms of system resources to have much higher resolution textures (for example) than you need, but it also means you need higher sampling when you end up rendering. It's not always as simple as opening up a scene, tapping in a new resolution and hitting render.
 
And the scene files for CG can be rendered at higher resolution.
Toy Story was originally rendered at 1,536x922, yet they rendered it at 1080p for home video and rendered it again for theatrical 3D. Even Finding Nemo eight years later was only rendered at 1600x900 originally.
The scene files for a game like REmake could be rendered at 4k or 8k for a new release, assuming Capcom bothered to keep them.
You have no point.

Japanese devs tend to lose their assets and sourcecodes. Games like FFVII- FFIX are said to have been lost to the ether.
 
Japanese devs tend to lose their assets and sourcecodes. Games like FFVII- FFIX are said to have been lost to the ether.

Moreover, the backgrounds from FFIX (not sure about the other two) were matte-painted by artists after the initial 3D render -- they were a combination of 3D and 2D art, not just pre-rendered 3D. So they can't be rendered at higher res without having to re-do all the painting work.
 
Rayman man doesn't do pre rendered background. Those are 3D assets on a 2D plane made to look like 2D paintings.

Wait, you think that this sort of thing:

91rdtj8.jpg


is actually 3D modeled and not painted? I'm pretty sure that is all painted.

While many parts of the game are 3D assets, perhaps arranged like big sheets of paper sorted to parallax into the background, that doesn't mean it can't be considered pre-rendered.

I would say the fact that huge swaths of area on every screen are hand drawn/painted is enough to call it essentially pre-rendered. I guess I don't require that the entire screen be one complete picture with no assets reused anywhere else; just having large handmade areas is enough to capture the same feel. I can see why people might disagree.
 
Rayman man doesn't do pre rendered background. Those are 3D assets on a 2D plane made to look like 2D paintings.

Nope.

The vast majority is pre-rendered 2D graphics but it's just layered. That's why the game looks so incredible with a 3D monitor.

The only 3D rendered things are usually the bosses, and even then only ones that do crazy depth stuff.

Here's the game without any AA.

rayman_legends_2013_09_14_04_13_28_71_by_aloo81-d725yd1.jpg


You can see only the boss has any aliasing at all. Everything else is pre-drawn. The bosses are rendered out in 3D.

Most of Rayman's assets are 2D, layered in a 3D environment for easy camera movement and scaling and such. Most boss characters are entirely 3D in Legends.

This may help:

http://www.youtube.com/watch?v=XoLpPw864eA

http://www.giantbomb.com/ubiart-framework/3015-5659/

Ubiart Framework is amazing.

Seriously, Ubiart is an incredible piece of work.
 
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