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File: 20251009_151530.jpg (1006 KB, 2880x2880)
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Do modern video game trailers use the same in-game 3D models, but render them differently due to hardware limitations? If so, why do the models often look worse during actual gameplay, and can that visual difference be fixed through shaders or other rendering techniques?

For instance, look at the hair in the pic I posted
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>>1019875
>>1017954
>>
>>1019875
They often use different models, but even if they use the same you use cinematic camera angles and narrow field of view shots that will have anyone look more photogenic than they'll will look thru a wide angle game camera.

Like a really flattering full farme headshot will be taken at long distance with a 85mm lens, that is just a ~16 degree FOV and you typically play at ~90 degrees.
>>
yes higher quality models
trailers often done by outside studios who make changes of their own
asset the game team sends to trailer team might not be the final asset that ends up in game anyway because changes get made all the time
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>>1019881
also yes, trailers are often rendered offline using different renderers.
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>>1019875
Like others have said, trailers are commissioned to outside studios before the game is released
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>>1019878
>>1019881
>>1019897
>>1019881

Why don't they use the same models ingame
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>>1019901
Game engines need to render the everything really fast; so less detailed models are used. Trailers are rendered ahead of time; high quality models and shaders can be used.
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>>1019901
Game engines and real time rendering have fundamentally different constraints from prerendered. For example for prerendering you wanna subdiv the models so much triangles are smaller than pixels while for GPUs that's literally the worst case that you should avoid, that makes every subdivided triangle four times more expensive to render than it should be.
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>>1019913
>>1019910
So is it hardware limitation that's stopping devs from making the game just like the trailers?
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>>1019918
Are you over 18?
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>>1019921
Nigger
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>>1019918
Anon, a frame in a trailer will usually take many minutes to render
A frame in a game running at 60fps needs to render in 16 milliseconds
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>>1019918
Limitations isn't the word I'd use. They're two very different approaches to rendering things, with very different constraints, for very different goals. Things that are trivial in one become very hard in the other, and vice versa
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>>1019918
>So is it hardware limitation that's stopping devs from making the game just like the trailers?

It's the same hardware for both.
Just because Avengers Endgame has a runtime of 3h doesn't mean it took them 3h to make.

Seriously, are you over 18?
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>>1019932
>>1019930
>>1019926
Stop with the patronising tone
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>>1020012
They're not patronizing, OP is either underage or has lived under a rock for decades
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>>1019918
to add to what other anons said its not just the higher quality models, its also lit from the perfect angles, color corrected and goes through 30 layers of post processing to make the image look as appealing as possible. all those things while doable realtime (in the game) wont universally work from every angle in every environment. add to that different rendering engines etc etc and thats why theres such a big difference
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>>1020014
Not everyone is a basement dweller who plays with 3d models all day. You think regular normal folk even know what a polygon is in 3dcg context? Fucking elitist cunt
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>>1020078
>"is it hardware limitations?"
> not it's not, here's why
>"right, but is it hardware limitations?"
> not it's not, here's why in more detail
>"but it's hardware limitations, right?"
> not it's not, here's why in clearer detail
>"waaah waah don't treat me like a baby by explaining things to me"
>>
>>1020078
>t. basement dwelling virgin /3/cel



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