With the advent of 3D
accelerated graphics, video games could expand beyond the typically sprite-based 2D graphics of older graphics technologies to describe a view frequently more true to reality and lifelike than their predecessors. Federica Romagnoli has stated that in her opinion, high-budget 3D game graphics "display...levels of artistry once more commonly found in
films" because of their capability to render complex
cinematography and
CG characters and the optimization of
video game consoles and
PCs to be able to handle such content.
Perspective projection has also been used in some earlier titles to present a 3D view from a fixed (and thus somewhat less hardware-intensive) perspective with a limited ability to move.
Voxel engines Instead of using triangle meshes, voxel engines use
voxels.
Fixed 3D Fixed 3D refers to a three-dimensional representation of the game world where foreground objects (i.e. game characters) are typically
rendered in
real time against a static background. The principal advantage of this technique is its ability to display a high level of detail on minimal hardware. The main disadvantage is that the player's frame of reference remains fixed at all times, preventing players from examining or moving about the environment from multiple viewpoints. Backgrounds in fixed 3D games tend to be
pre-rendered two-dimensional images, but are sometimes rendered in real time (e.g.
Blade Runner). The developers of
SimCity 4 took advantage of fixed perspective by not texturing the reverse sides of objects (and thereby speeding up rendering) which players could not see anyway. Fixed 3D is also sometimes used to "fake" areas which are inaccessible to players.
The Legend of Zelda: Ocarina of Time, for instance, is nearly completely 3D, but uses fixed 3D to represent many of the building interiors as well as one entire town (this technique was later dropped in favor of full-3D in the game's successor, ''
The Legend of Zelda: Majora's Mask''). A similar technique, the
skybox, is used in many 3D games to represent distant background objects that are not worth rendering in real time. Used heavily in the
survival horror genre, fixed 3D was first seen in
Infogrames'
Alone in the Dark series in the early 1990s and imitated by titles such as
Ecstatica. It was later brought back by
Capcom in the
Resident Evil series. Gameplay-wise there is little difference between fixed 3D games and their 2D precursors. Players' ability to navigate within a scene still tends to be limited, and interaction with the gameworld remains mostly "point-and-click". Further examples include the
PlayStation-era titles in the
Final Fantasy series (
Square); the role-playing games
Parasite Eve and
Parasite Eve II (
Square); the action-adventure games
Ecstatica and
Ecstatica 2 (Andrew Spencer/
Psygnosis), as well as
Little Big Adventure (
Adeline Software International); the graphic adventure
Grim Fandango (
LucasArts); and
3D Movie Maker (
Microsoft Kids). Pre-rendered backgrounds are also found in some isometric video games, such as the role-playing game
The Temple of Elemental Evil (
Troika Games) and the ''
Baldur's Gate'' series (
BioWare); though in these cases the form of graphical projection used is not different.
First-person perspective '' (2007)
First person refers to a
graphical perspective rendered from the viewpoint of the player character. In many cases, this may be the viewpoint from the cockpit of a vehicle. Many different genres have made use of first-person perspectives, including
adventure games,
flight simulators, and the highly popular
first-person shooter genre. Games with a first-person perspective are usually
avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. In many games, players cannot see the avatar's body, though they may be able to see the avatar's weapons or hands. This viewpoint is also frequently used to represent the perspective of a driver within a vehicle, as in flight and racing simulators; and it is common to make use of positional audio, where the volume of ambient sounds varies depending on their position with respect to the player's avatar.
Third-person perspective Dead Justice Third person refers to a
graphical perspective rendered from a view that is some distance away (usually behind and slightly above) from the player's character. This viewpoint allows players to see a more strongly characterized avatar, and is most common in
action and
action-adventure games. This viewpoint poses some difficulties, however, in that when the player turns or stands with his back to a wall, the camera may jerk or end up in awkward positions. Developers have tried to alleviate this issue by implementing intelligent
camera systems, or by giving the player control over the camera. There are three primary types of third-person camera systems: "fixed camera systems" in which the camera positions are set during the game creation; "tracking camera systems" in which the camera simply follows the player's character; and "interactive camera systems" that are under the player's control. Examples of games utilizing third-person perspective include
Super Mario 64, the
Tomb Raider series, the 3D installments of the
Legend of Zelda series, and
Crash Bandicoot. ==Other topics==