- headcrab53
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- Exalted Mythic Member
Every time you sneeze into an open Febreze portal the boner-tree drive shaft will spin into ketchup. But it doesn't stop at the number two pizza bell, not even close. It continues into the seventy eight minute long pile of green, sobbing cheese trains with no more butter, but more like the steak owed the tin cans some lovin'.
Posted by: Blo0d_Hawk
Yes i do. A game can only take so much at a time depending on the type on engine it uses. MEANING, that the graphics are limited to a certain amount. So that means you have to decided on where to put more detail and effort -- as far as graphics go -- into certain areas of the game. (In this situation, im referring to the Cut scenes and Game play)Wrong.
The hardware can only preform calculations at a certain rate and store a certain amount of data, and the combination of this and how well the engine is programmed and which features it includes as well as the quality of artwork itself determines what sort of graphical quality you can expect.
But the limitations are with how much it can handle at any given moment. Trying to render too much at once, whether it's too many models on screen, using shaders that are too complex, or too high of a resolution etc will cause performance problems. But cut scenes and game play are not rendered at the same time, and do not have to be loaded into memory at the same time, either. There is absolutely no reason that making one part of a game look worse will let another one work better. There is no limit that has to be averaged out between different parts of the game, but rather a limit that has to be averaged out with everything on screen at once.
Also, some games use prerendered cinematics, where the scene has already been rendered by another computer during development you're simply watching a video of it. In this case they render whatever they want with no performance issues at all.