Entroper said:
You're right, the N64 games used realtime rendered cutscenes because they actually had the horsepower to do it in realtime. What do you think the FMV was being pre-rendered on? SGI workstations. Who made the graphics chip for the N64? SGI. That was funny for me as an N64 owner. :) The point of the above paragraph isn't to say Nintendo was superior to Sony, because that's not even remotely the topic of discussion. The point is that there is more than one way to skin a cat. If the only reason you need Blu-ray is because you want to use 1080p FMV, then do it in realtime instead. Realtime, in-engine cutscenes provide better continuity with the rest of the game. Even better, they're interactive! If you're rendering a cutscene in realtime, you can change it in realtime based on the player's input. I don't buy video games to watch them, that's what my DVD player is for. Devs talking about streaming data and larger RAM storage have a point. Devs talking about not enough space for video do not. |
It used them because of the small storage the cartdridges had - 10 minutes prerendered cutscenes and the cartridge was full.
I don´t know could someone post some numbers how much storage one minute of prerendered scenes need? It´s a lot and it was to much for the N64 cards - that´s the one and only reason, believe it
But as I said: you don´t "need" Blu-Ray (it is not "necesary") but it is important to have cutscenes and more content, yes.
Read it again: I´m somewhere in the middle with my opinion wich seems to be bad cuz both Nintendofans and Sony fans try to argue with you... :p