Monday, 16 November 2020

Optimisation in Games

Pre-render vs Real-time rendering in games


Pre-render:

·         A pre render is a video file that is made from captured frames – so pixels not asset models. Usually they are created on more powerful pieces of hardware than the target machine for the user such as CGI animations. These files can take a long time to make, even on the more powerful machines – but are intended to be much higher fidelity than the game itself.

·         The most common use for pre rendered files are for cutscenes and animated loading screens. Sometimes these things are one and the same – because the file does not require any processing a cutscene may be used to blend between two different scenes that need new assets loaded.

·         These files are not interactive with the player usually and have a predetermined outcome made by a game designer – unless the game has been created to just be transitions between set content (such as an animated novel game). The files used to play pre rendered content require animation, special sound and a large amount of storage space if left uncompressed.

·         The result can also have edits applied that are separate to the models and assets – such as specific sound mixing, lens flares and filters/colour grading like a traditional film format.

o    For example, the image below shows a screenshot from a cutscene in Final Fantasy 7: REMAKE and has:

§  Higher quality render on the image,

§  Composition has been considered,

§  The player cannot interact with or change the outcome of the cut scene,

§  The character has a deliberate cut scene animation.


Roche from ff7 remake as a pre render in a cutscene


Real-time:

·         Real time refers to the loading of assets with the help of the game engine. The process of the engine using asset files allows the players interactions with the game to generate unique results and respond to triggers.

·         Most modern games use majority real time rendering for assets since they require lower specs for a system than a render pc. Most often, games will provide the recommended specs of a machine to play the game at a consistent frame rate, where the optimised assets in real time are most common.

·         Real time also allows for the quality of assets to be tweaked in video settings in game – for example in games like Overwatch there is a range of individual options and option presets that can alter the games appearance and performance, catering to a wider audience and their wide variety of machines.

o    For example, the image below shows a screenshot from gameplay in Final Fantasy 7: REMAKE and has:

§  Medium quality textures and details overall,

§  Composition has not been considered,

§  The player is actively interacting with the assets on screen – such as fighting Roche and the enemies seen in the background,

§  The character has a set of pre-made animations, but they are only played with inputs from the player or when triggers are reached (such as the death animation show on screen).


Roche from ff7 remake in real time during the game


Why are games (mostly) made in real-time?:

·         Games are primarily real time because pre-rendered content is expensive to make in both time and resources.  Real-time is also responsive to player input, so the player actually gets to play the game instead of watching a film. Assets are made with optimisation in mind usually so that more content can be on screen at a good play quality, whereas assets for rendered videos are made primarily for appearance.


 

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