im kinda shocked indies dont use prerendered backgrounds aesthetic more. you can get like 90% of the benefits of high fidelity for a tiny fraction of the actual work, since you only need to make it look good from the one angle
@eniko I've been planning to use real-life photo backgrounds for a while. There's lots of fun mixed media stuff one can do like changing between hand drawings, pixel art, and video, relatively cheap.
@eniko assuming we're talking something that is 3d modeled anyway -- in most situations isn't that just more annoying/complicated than having the thing in-game? (<-- oblivious about how miserable 3d asset pipelines are)

RE: https://mastodon.gamedev.place/@eniko/116115171961117916

@Gankra i mean, good luck putting this into a game with a free roaming 3d camera

@eniko hmm maybe i'm mis-scoping what you mean by pre-rendered background since that generally implies a fixed camera to me?

@Gankra well yeah, i could plug this scene into a real time rendering engine with a fixed camera

but it wouldn't go well since some of the geometry in that scene is absurdly high poly since i just yoinked it off asset libraries

plus i can do lighting stuff in blender that would be hard to do in realtime like atmospheric scattering

@eniko @Gankra could you still export depth and normals from that image to do funky lighting tricks on it?
@eniko yes! truly some lost art right there, loved me some old adventure games and PSX titles with that aesthetic. Fixed cameras can actually be super interesting and they fell out of fashion so hard.
@eniko when I was a young kid playing Doom I remember really wanting to escape from the compounds and explore the mountain ranges in the skyboxes
@eniko but Eniko, how will i make my ultra-realistic mmofps call of duty-like game this way, i need UE5, lumen and nanites /s
@eniko I think it all comes down to interactions with the environment, which are already crazy difficult? I'm not just talking about the movable objects in the scene casting shadows, but also affecting the lighting, occlusion, and the paths of moving objects? You would pretty much need the 3D model of the entire thing anyways for anything more advanced than a slideshow.
@eniko only "modern" game series i can think of that used pre-rendered assets almost exclusively is the original five nights at freddy's games