| greenmedic88 said: I can think of a few reasons actually. Maintain continuity in visuals rather than have a noticeable shift. The cutscenes with identifiable artifacts were probably among the last resources to be encoded into the game. From what I was able to tell by watching the production video, they were literally doing revisions down to the last week just prior to burning the master copies. As for doing the pre-render on a PS3 dev kit, unlikely. They don't run any faster than consumer models as they share the same basic hardware components. I was originally under the impression that all of the cut scenes were supposed to be prerendered so that they could be encoded at a full 1920x1080 resolution, but as upscaling was used on all resources, both in game generated and pre-rendered, no differences were present. Of course pre-rendered wouldn't have worked with scenes involving user controlled flashbacks and with Snake wearing octocamo even though the game never reflects what weapon the player had him using last. It's always either the M1911 or the M4. You really have to go through most of the video with a magnifying glass to notice the shifts; most people won't even be aware of the changes which means the transitions were by in large smooth enough. I was scrutinizing blank fields, skies, etc. and the only time it was clearly evident was a scene near the very end when the game reverted into a movie.
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There's no problem with rendering FMVs on dev-kits no matter how slow they are. After all, you don't need to do the rendering in real time as you're just recording it for later use (the same way any CG movie is made).
The rest of your post makes sense though.
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