JaggedSac said:
You guys had some cut scenes in Ghostbusters. Were they running real time or were they pre-recorded? I assumed they were real time.
EDIT: I know developers use better post processing effects and better in game assets during cut scenes(due to no AI, physics, collision detection, etc), but I thought even Uncharted cutscenes were real time rendered. |
Nope, like I said, play the game and change Drake's shirt and you will see exactly which ones are pre-recorded. It's generally the ones that occur when changing major areas because you have to load all that stuff in at some point. I assume Uncharted 2 is the same way, I just haven't played through it with a different costume so I don't know which ones those are (though you can generally tell).
As for Ghostbusters, it was a mix of all three, though I forget which ones were which. All three have their pro's and con's
- In-game: absolutely in-game so it's the cheapest and easiest to change, but you also have physics, AI, effects, and everything else running. In a lot of cases the player has control of the camera so I have to take all that into account.
- In-engine: I have complete control over everything so that means AI isn't processing if I don't need it, and the camera can't see it, it isn't on. Also, easy to change since it's all in-house and just involves changing that scene and then pressing record. It takes time but it isn't something that's all too expensive when compared to other things.
- Pre-rendered: the best looking but also the most expensive since I believe this is generally don't off site. Also, if you ever have to change *anything* you either just have to live with whatever the mistake is or have to completely redo it which is incredibly expensive.








