Hacker News new | ask | show | jobs
by koshergweilo 1384 days ago
Great write up! I still don't really see the point in pre-rendered backgrounds for PC/console games anymore though. GPUs nowadays are powerful enough and storage space is limited enough that you can just render everything realtime and it will look great.

The technique does seem like it would be a great fit for mobile, where users have limited control and efficiency is really important.

1 comments

The point is an ability to pre-compute a complex environment, playback that complexity at runtime, enabling the runtime's compute load to include that while devoting more compute to the real time rendered characters and effects than would be possible otherwise.

I did a pre-rendered background 3D game on the PlayStation 1. We had an operating steel mill as an animated background, with high resolution characters pre-rendered to 3D cards, plus z-buffer data for both so the characters could pass behind background set elements, and when characters fight their geometries overlay/penetrate correctly. Using the PSX MDEC video, we could have up to a dozen background frames. That enabled the giant rotating gears and assembly lines of the steel mill to 'operate' with 3-6 frame loops, and each game level to support multiple perspectives (camera views) of the action. Each camera view could be hundreds of millions of polygons, all precalculated to 2D elements, and the final game engine treating the hardware as more of a real time compositing engine (with a 3D simulation running logically in parallel.)

The game was not popular, misunderstood at the time, and the studio was a film VFX studio whose staff did not like being put on the game production. There were 75 levels and it had quite the large team for the time, about 45 animators, 15 level developers, and 6 engine developers. https://www.youtube.com/watch?v=n9w1e7D5ucY

Big Atlus fan. I'll try this game, thanks for the interesting history!