Pre-rendering
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Pre-rendering is the process in which video footage is not rendered in
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
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 ''Maximum Force'' is a light gun shooter arcade game developed by Mesa Logic for Atari Games in 1997. In 1998, Atari Games re-released the game as part of one machine called ''Area 51''/''Maximum Force'' Duo that also included ''Area 51'', and ...
'' (which used pre-rendered 3D levels but 2D sprites for enemies) and ''
Virtua Cop (known as ''Virtua Squad'' for the North American Windows version) is a 1994 light gun shooter game developed by Sega AM2 and designed by Yu Suzuki. It was originally an arcade game on the Sega Model 2 system, and was ported to the Sega Saturn in ...
'' (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 Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
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 role-playing video game developed and published by Square for the PlayStation console. Released in 1999, it is the eighth main installment in the ''Final Fantasy'' series. Set on an unnamed fantasy world with science fiction elements, t ...
'', 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 daylig ...
cannot easily change the state of the lighting in a convincing manner. As the technology continued to advance in the mid-2000s,
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
graphics were able to achieve the photorealism that was previously limited to pre-rendering, as seen in the growth of ''
Machinima Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''ma ...
''.


Usage

Pre-rendered graphics are used primarily as
cut scene A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
s 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 sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
. The use of pre-rendered
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
for video sequences date back to two arcade laserdisc video games introduced in late 1983: ''Interstellar'', introduced by
Funai is a Japanese consumer electronics company headquartered in Daitō, Osaka. Apart from producing its own branded electronic products, it is also an OEM providing assembled televisions and video players/recorders to major corporations such as Sh ...
at the
AM Show The Japan Amusement Expo (JAEPO) is an annual trade fair for amusement arcade products, such as arcade games, redemption games, amusement rides, vending machines, and change machines. The event is hosted one weekend per year in the Greater Tok ...
in September, and '' Star Rider'', introduced by
Williams Electronics WMS Industries, Inc. was an American electronic gaming and amusement manufacturer in Enterprise, Nevada. It was merged into Scientific Games in 2016. WMS's predecessor was the Williams Manufacturing Company, founded in 1943 by Harry E. Williams ...
at the AMOA show in October. The
Sharp X68000 The is a home computer created by Sharp Corporation. It was first released in 1987 and sold only in Japan. The initial model has a 10 MHz Motorola 68000 CPU, 1 MB of RAM, and lacks a hard drive. The final model was released in 1993 wit ...
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 2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer s ...
. (
cf. The abbreviation ''cf.'' (short for the la, confer/conferatur, both meaning "compare") is used in writing to refer the reader to other material to make a comparison with the topic being discussed. Style guides recommend that ''cf.'' be used onl ...
)
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 sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
was ''
The 7th Guest ''The 7th Guest'' is an interactive movie puzzle adventure game, produced by Trilobyte (company), Trilobyte and originally released by Virgin Interactive Entertainment in April 1993. It is one of the first computer video games to be released only ...
''. Released in 1993 as one of the first PC games exclusively on
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, the game was hugely popular, although reviews from critics were mixed. The game featured pre-rendered video sequences that were at a
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of 640x320 at 15
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, a feat previously thought impossible on personal computers. Shortly after, the release of ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's character t ...
'' 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 ''Donkey Kong Country'' is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is a reboot of Nintendo's ''Donkey Kong'' franchise and follows the gorilla Donkey Kong and h ...
'', released on the
SNES The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Euro ...
in 1994. The use of pre-rendered backgrounds and movies also was made popular by the ''
Resident Evil ''Resident Evil'', known in Japan as is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environments ...
'' and ''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
'' franchises on the original
PlayStation is a video gaming brand that consists of five home video game consoles, two handhelds, a media center, and a smartphone, as well as an online service and multiple magazines. The brand is produced by Sony Interactive Entertainment, a divisi ...
, 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 Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but m ...
. 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
Lightmap A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static o ...
s 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 id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John Carmack, who also created previous game engines, such as those for ''D ...
engine used in ''
Doom 3 ''Doom 3'' is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported ...
'' allowed
bump mapping Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting cal ...
and dynamic
per-pixel lighting In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, whic ...
, 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 (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable ato ...
'' (only
GoldSrc GoldSrc ( ) is a proprietary game engine developed by Valve. At its core, GoldSrc is a heavily modified version of id Software's ''Quake'' engine. It originally made its debut in 1998 with ''Half-Life'', and would power future games developed b ...
version), ''
Re-Volt ''Re-Volt'' is a racing video game designed by Paul Phippen and Simon Harrison. It was developed by Acclaim Studios London and published by Acclaim Entertainment for Microsoft Windows, Nintendo 64, PlayStation and Dreamcast. The premise of the ...
'', ''
Quake II ''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake (series), ''Quake'' series, but not a direct sequel to ''Quake (video game), Quake''. The game ...
'', and others. CG movies such as ''
Toy Story ''Toy Story'' is a 1995 American computer-animated comedy film directed by John Lasseter (in his feature directorial debut), produced by Pixar Animation Studios and released by Walt Disney Pictures. The first installment in the '' Toy Story ...
'', ''
Shrek ''Shrek'' is a 2001 American computer-animated comedy film loosely based on the 1990 book of the same name by William Steig. It is the first installment in the ''Shrek'' franchise. The film was directed by Andrew Adamson and Vicky Jenso ...
'' 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 ''Doom 3'' is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. ''Doom 3'' was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported ...
'',
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and ar ...
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) Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined ...
*
FMV game An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, ...
*
Matte painting A matte painting is a painting, painted representation of a landscape, set (film and TV scenery), set, or distant location that allows filmmaking, filmmakers to create the illusion of an environment that is not present at the filming location. H ...


References

{{reflist Video game design 3D computer graphics Video game development