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talkingparrot said:
bobobologna said:
el_rika said:
I'm still skeptical.

First Resistance had all the cutscenes prerendered, just like Uncharted and (most of) Gears of war.
Who's to say this one doesn't have them prerendered as well. Sure, it looks realtime, but let's play it safe.

 

I'm skeptical too.

Uncharted used all the same assets across the board. Textures, graphics, etc. Here's a link:

 

"Patrick: The characters in Uncharted are some of the most impressive video game models to date. They look even more impressive up close in the cutscenes. Are the in-game models any different from the cutscene models?

Richard: Thanks! Nope, the in game models are the exact same models that are used in the cutscenes. They also use the exact same textures. There really is no difference between them at all.
The only difference between the cutscenes and in game is a little higher quality lighting and shadowing. Hopefully not too noticeably different. We really wanted to keep the players immersed as much as possible. This meant using the same assets across the board."

 

Also, Resistance 2, from the podcasts have said, this uses all in game assets. The only thing they manipulate is the camera, the intercense. It can all be done in game, it is used to mask loading.

 

So what if they use in-game assets? I'm talking about real-time rendering. They can have as many characters/effects/sounds/physics simulations going on if they don't have to worry about how long it takes to render a frame. But for actual gameplay, there obviously is a limitation as to how much you can do in a single frame. I'm just skeptical that the cutscene was rendered real-time, not that the art assets used aren't the in-game art assets.