Pre-rendered graphics are used primarily as
cutscenes in modern video games. The use of pre-rendered
3D computer graphics for video sequences date back to two arcade
laserdisc video games introduced in late 1983:
Interstellar, introduced by
Funai at the
AM Show in September, and
Star Rider, introduced by
Williams Electronics at the AMOA show in October. The
X68000 enhanced remake of
Ys I: Ancient Ys Vanished, released in 1991, used
3D pre-rendered graphics for the boss
sprites, though this ended up creating what is considered "a bizarre contrast" with the game's mostly
2D graphics. One of the first games to extensively use pre-rendered graphics along with
full motion video was
The 7th Guest. Released in 1993 as one of the first
PC games exclusively on
CD-ROM, the game was hugely popular, although reviews from critics were mixed. The game featured pre-rendered video sequences that were at a
resolution of 640x320 at 15
frames per second, a feat previously thought impossible on personal computers. Shortly after, the release of
Myst in 1993 made the use of pre-rendered graphics and CD-ROMs even more popular; most of the rendered work of
Myst became the basis for the re-make
realMyst: Interactive 3D Edition with its free-roaming real-time 3D graphics. The most graphically advanced use of entirely pre-rendered graphics in games is often claimed to be
Myst IV: Revelation, released in 2004. One of the first significant console games with pre-rendered graphics was
Donkey Kong Country, released on the
SNES in 1994. The use of pre-rendered backgrounds and movies was also made popular by the
Resident Evil and
Final Fantasy franchises on the original
PlayStation, both of which use pre-rendered backgrounds and movies extensively to provide a visual presentation that is far greater than the console can provide with real-time 3D. These games include real-time elements (characters, items, etc.) in addition to pre-rendered backgrounds to provide
interactivity. Often, a game using pre-rendered backgrounds can devote additional processing power to the remaining interactive elements, resulting in a level of detail greater than the norm for the host platform. In some cases, the visual quality of the interactive elements is still far behind the pre-rendered backgrounds. In the late 1990s and early 2000s, when most 3D game engines had pre-calculated/fixed
Lightmaps and texture mapping, developers often turned to pre-rendered graphics which had a much higher level of realism. However, this has lost favor since the mid-2000s, as advances in consumer PC and video game console graphics have enabled the use of the game's own engine to render these cinematics. For instance, the
id Tech 4 engine used in
Doom 3 allowed
bump mapping and dynamic
per-pixel lighting, previously only found in pre-rendered videos. Games such as
Warcraft III: Reign of Chaos have used both types of cutscenes; pre-rendered for the beginning and end of a campaign, and the in-game engine for level briefings and character dialogue during a mission. Some games also use 16-bit pre-rendered
skyboxes, such as
Half-Life (only in the
GoldSrc version),
Re-Volt,
Quake II, and others. CG movies such as
Toy Story,
Shrek and
Final Fantasy: The Spirits Within are entirely pre-rendered. ==Other methods==