its for cutscenes. because without it, you get situations that happen a lot on underpowered devices (e.g the switch) where when you DO hit a cutscene, something looks very low res and low detailed because it was designed to be looked from afar with low performamce impact. It draws away from the immersion factor.
a common situation are games on mobile that are also playable on console/pc (e.g some gacha rpgs). Some character models use texture normal maps and not physical 3d models, so when you look at them zoomed up, it looks really off.
Immersion aside, I appreciate the craft that goes into realistic in-engine cutscenes. Making something look good, without pre-rendering, is a particularly challenging constraint.
its for cutscenes. because without it, you get situations that happen a lot on underpowered devices (e.g the switch) where when you DO hit a cutscene, something looks very low res and low detailed because it was designed to be looked from afar with low performamce impact. It draws away from the immersion factor.
a common situation are games on mobile that are also playable on console/pc (e.g some gacha rpgs). Some character models use texture normal maps and not physical 3d models, so when you look at them zoomed up, it looks really off.
Immersion aside, I appreciate the craft that goes into realistic in-engine cutscenes. Making something look good, without pre-rendering, is a particularly challenging constraint.
I mean I played a lot of games where characters’ mouths didn’t move during cut scenes. We passed “good enough” over a decade ago.