Seems there is a disconnect here.
Sure, pre-rendered backgrounds were born from extreme limitations that are long gone at this point. But the fact remains that offline rendering is only limited to time and artistic talent, whereas real time rendering still has its technical limitations. Should be a no brainer really, as VFX and animation are still way ahead of games visually.
Also should be noted that pre-rendered assets don't have to be completely static. Rendering and compositing tools and workflows have come a long way since the PSX days.
Need an example, look no further than the Ori games. Most of the assets are externally created in 3d, rendered to image sequences, and layered in-engine. It's not just the backgrounds either, even the characters are created this way. Poly count, texture resolution, rig complexity, etc. don't matter because in the end they're just dealing with images, layers, and compositing trickery. And that game is anything but static lol.
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