I started playing video games around the time they were transferring to 3D and using CDs, which meant that the ability to store beautiful visuals was much more than a hardware capability to render in real time. What ended was that big budget games did not look great while playing them, but every time and then you would be treated with a scattered cut, which would, not only blows you with details and art, but provides an essential context for what the actual graphics actually edited.
A cannonous example of this is Square Enix Final Fantasy games for the original PlayStation. Last week, Final Fantasy VIII celebrates its 20th anniversary, while IX re-release for the Nintendo Switch and Xbox One – I know, VIII shaken – and the subject happened to be on my mind this week as I play through one of the most spectacular, scenic scenic games, 2019. What I say is that AnthemIt looks very bad.
When I really play Anthem, it looks incredible. It could be the most advanced game ever to raffle my computer, with incredible lighting and simulating mobile effects and the experience of piloting Iron Man's suit through the world of Avatar. In the meantime, the parts that are narrated by the narrative in the center of hubs, include beautifully displayed characters with an active animation and an outstanding face. I can not say enough things about the graphics of this game.
But when there is a break for a story beat, things look worse. AnthemIt is intended that cutscenes be epic, cinematic moments that show events beyond the scope of the game's regular operation. But it's presented as compressed, low resolution video files running at a slower frame rate. It's very incredible to see a 1440p crisp gameplay with pristine effects, and then feel like you've been dragged back to watch Troopers Starship trailer from the QuickTime Apple website in 2003.
Anthem far from himself in this regard. I've found the same thing about most major computer games that I've played in recent years, from Evil Residential 2 i Cri Pell 5. And look, I'll get it. The vast amount of things that happen in these scenes means that it would often be impossible to put them in real time with the same assets, and save the sequences as it Video files enable them to be played immediately without having to load all assets. (Although I will say that avoiding load times does that not It seems to have been a priority with AnthemGames and Games setup sizes also continue to make a balloon, and you can not assume that everyone is going to take care of reducing the quality of the pictures. In general, it is also less obvious if you play on a console with 1080p TV.
However, the fact that these creams look significantly worse than the actual game itself, and this seems oddly considering how many incredible talents have poured in. AnthemVisual presentation. Could EA and BioWare at least provide the option to download video on advanced bitrate for people with hard drive space to sparse?
Even if they did that, I think it is fair to say that the days in which we are squeezing will end up. The games look too good in real time these days so that anything seems so amazing, as I say, that this CGI sequence of Final Fantasy VIII at the time. This was a time when Pixar had not released his second movie only, do not forget:
I do not know, you may have to be there. But still. "One day, games will look so good with this," I thought myself back then. "So imagine what cutscenes it will be like! "
Now, of course, games really look better than that, which is something to be grateful for. But I can not say that I'm not disappointed that the cutscenes somehow tend to look worse. There are some anti-exemplar examples, such as the striking real-time pieces of time Uncharted 4 or anime sequences in Person 5, but on the whole, the art of the cut seems to die slowly.
Ultimately, here is the best that a video that has had a pre-rendered render for our games does not need to look incredibly. I do not think it's unreasonable to ask that the video presented in advance does not look worse.