Pre-rendering is the process in which video footage is not
rendered in
real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time.
The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-time rendered graphics despite the fact that video is technically pre-rendered by its nature. The term is also not used to refer to hand drawn assets or photographed assets (these assets not being computer rendered in the first place).
Advantage and disadvantage
The advantage of pre-rendering is the ability to use graphic models that are more complex and computationally intensive than those that can be rendered in real-time, due to the possibility of using multiple computers over extended periods of time to render the end results. For instance, a comparison could be drawn between rail-shooters ''
Maximum Force'' (which used pre-rendered 3D levels but 2D sprites for enemies) and ''
Virtua Cop'' (using 3D polygons); ''Maximum Force'' was more realistic looking due to the limitations of ''Virtua Cop's'' 3D engine, but ''Virtua Cop'' has actual depth (able to portray enemies close and far away, along with body-specific hits and multiple hits) compared to the limits of the 2D sprite enemies in ''Maximum Force''.
The disadvantage of pre-rendering, in the case of
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
graphics, is a generally lower level of interactivity, if any, with the player. Another negative side of pre-rendered assets is that changes cannot be made during gameplay. A game with pre-rendered backgrounds is forced to use fixed camera angles, and a game with pre-rendered video generally cannot reflect any changes the game's characters might have undergone during gameplay (such as wounds or customized clothing) without having an alternate version of the video stored. This is generally not feasible due to the large amount of space required to store pre-rendered assets of high quality. However, in some advanced implementations, such as in ''
Final Fantasy VIII
is a 1999 role-playing video game developed and published by Square for the PlayStation console. It is the eighth main installment in the ''Final Fantasy'' series. Set on an unnamed fantasy world with science fiction elements, the game follo ...
'', real-time assets were composited with pre-rendered video, allowing dynamic backgrounds and changing camera angles. Another problem is that a game with pre-rendered
lighting
Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. ...
cannot easily change the state of the lighting in a convincing manner.
As the technology continued to advance in the mid-2000s,
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
graphics were able to achieve the photorealism that was previously limited to pre-rendering, as seen in the growth of ''
Machinima
Machinima () is the use of Real-time computing, real-time computer graphics engines to create a cinematic production. The word "Machinima" is a portmanteau of the words ''machine'' and ''Film, cinema''. According to Guinness World Records, ma ...
''.
Usage
Pre-rendered graphics are used primarily as
cutscenes in modern video games, where they are also known as
full motion video
Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than Sprite (computer graphics), sprites, vector graphics, vectors, or 3D models) to display action in the game. While many games featur ...
. The use of pre-rendered
3D computer graphics for video sequences date back to two arcade
laserdisc video games introduced in late 1983: ''Interstellar'',
introduced by
Funai at the
AM Show in September, and ''
Star Rider'', introduced by
Williams Electronics at the AMOA show in October.
The
Sharp X68000 enhanced remake of ''
Ys I: Ancient Ys Vanished'', released in 1991, used
3D pre-rendered graphics for the boss
sprites, though this ended up creating what is considered "a bizarre contrast" with the game's mostly
2D graphics.
[ ( cf. )] One of the first games to extensively use pre-rendered graphics along with
full motion video
Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than Sprite (computer graphics), sprites, vector graphics, vectors, or 3D models) to display action in the game. While many games featur ...
was ''
The 7th Guest''. Released in 1993 as one of the first
PC games exclusively on
CD-ROM
A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
, the game was hugely popular, although reviews from critics were mixed. The game featured pre-rendered video sequences that were at a
resolution of 640x320 at 15
frames per second, a feat previously thought impossible on personal computers. Shortly after, the release of ''
Myst
''Myst'' is a 1993 adventure video game developed by Cyan and published by Broderbund for Mac OS. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the ...
'' in 1993 made the use of pre-rendered graphics and CD-ROMs even more popular; most of the rendered work of ''Myst'' became the basis for the re-make ''
realMyst: Interactive 3D Edition'' with its free-roaming real-time 3D graphics. The most graphically advanced use of entirely pre-rendered graphics in games is often claimed to be ''
Myst IV: Revelation'', released in 2004.
One of the first significant console games with pre-rendered graphics was ''
Donkey Kong Country'', released on the
SNES in 1994.
The use of pre-rendered backgrounds and movies also was made popular by the ''
Resident Evil'' and ''
Final Fantasy
is a Japanese fantasy Anthology series, anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fanta ...
'' franchises on the original
PlayStation, both of which use pre-rendered backgrounds and movies extensively to provide a visual presentation that is far greater than the console can provide with real-time 3D. These games include real-time elements (characters, items, etc.) in addition to pre-rendered backgrounds to provide
interactivity. Often, a game using pre-rendered backgrounds can devote additional processing power to the remaining interactive elements, resulting in a level of detail greater than the norm for the host platform. In some cases, the visual quality of the interactive elements is still far behind the pre-rendered backgrounds.
In the late 1990s and early 2000s, when most 3D game engines had pre-calculated/fixed
Lightmaps and texture mapping, developers often turned to pre-rendered graphics which had a much higher level of realism. However this has lost favor since the mid-2000s, as advances in consumer PC and video game console graphics have enabled the use of the game's own engine to render these cinematics. For instance, the
id Tech 4 engine used in ''
Doom 3'' allowed
bump mapping and dynamic
per-pixel lighting, previously only found in pre-rendered videos.
Games such as ''
Warcraft III: Reign of Chaos'' have used both types of cutscenes; pre-rendered for the beginning and end of a campaign, and the in-game engine for level briefings and character dialogue during a mission.
Some games also use 16-bit pre-rendered
skybox, like ''
Half-Life Half-life is a mathematical and scientific description of exponential or gradual decay.
Half-life, half life or halflife may also refer to:
Film
* Half-Life (film), ''Half-Life'' (film), a 2008 independent film by Jennifer Phang
* ''Half Life: ...
'' (only
GoldSrc version), ''
Re-Volt'', ''
Quake II
''Quake II'' is a 1997 first-person shooter, first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, following ''Quake (video game), Quake''.
Develope ...
'', and others.
CG movies such as ''
Toy Story'', ''
Shrek'' and ''
Final Fantasy: The Spirits Within'' are entirely pre-rendered.
Other methods
Another increasingly common pre-rendering method is the generation of texture sets for 3D games, which are often used with complex real-time algorithms to simulate extraordinarily high levels of detail. While making ''
Doom 3'',
id Software used pre-rendered models as the basis for generating normal, specular and diffuse lighting maps that simulate the detail of the original model in real-time.
Pre-rendered lighting is a technique that is losing popularity. Processor-intensive
ray tracing algorithms can be used during a game's production to generate light textures, which are simply applied on top of the usual hand drawn textures.
See also
*
Rendering (computer graphics)
*
FMV game
*
Matte painting
References
{{reflist
Video game graphics
3D computer graphics