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 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?