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File: 20260422173251_1.jpg (149 KB, 1280x800)
149 KB JPG
>RE1 the same file size as Vesperia and DS2

Is this why per-rendered graphics died out for video games?
>>
File: Phase Zero Trailer.webm (4 MB, 1440x1080)
4 MB WEBM
That's the shitty ""HD"" remaster of the 2002 REmake of RE1, not THE "RE1".
The GC original is exactly 1.4 Gigabytes, and fit on a single proprietary NGC mini-DVD.
The original RE1 fit on a single 500MB CD-ROM, and was later ported to the original Nintendo DS, fitting under 120 megabytes.

>Is this why per-rendered graphics died out for video games?
No. They "died" because devs got lazier and real-time 3D capabilities caught up. Nowadays, the AAA hacks can only do quick UE5 over-shoulder shooters or FPS games, nothing else.

Luckily, indies are bringing the classic style survival horror + pre-rendered visuals back in style.
>>
>>737454978
You’re not wrong but you’re also oversimplifying it.

The “20GB RE1” isn’t big because prerendered backgrounds are inefficient, it’s big because it’s packing:
>uncompressed/less compressed audio in 5 languages
>HD texture passes for models
>higher bitrate FMVs
>modern filesystem overhead
>probably zero fucks given about optimization because who cares, SSDs are cheap

The actual backgrounds themselves are just high-res JPEGs with alpha masks. Even at 4K they’re not some insane space hog compared to modern open world texture soup.

Pre-rendered didn’t die from size, it died because:
>fixed camera = normies cry about “tank controls”
>cinematic angles limit player agency
>dev time shifts from level design to asset rendering pipeline
>real-time lighting got good enough by 2005

Once RE4 proved you could do dynamic camera + action horror and sell 10 gorillion copies, it was over. Publishers chase mass appeal, not comfy mansion vibes.

Also let’s not pretend prerendered was cheap. You had to:
>model full environments at insane detail
>render them out overnight on a farm
>rebake for every lighting tweak

Now you just slap Lumen on a graybox hallway and call it atmosphere.

Indies bringing it back works because:
>a single dude can render Blender scenes
>nostalgia sells
>fixed camera hides low poly models

It didn’t “die,” it just stopped being commercially dominant. Same way pixel art never died. AAA just wants safe templates.

Give it another few years and Capcom will sell you “Resident Evil 1 Remake Remake Ultra Nostalgia Edition” with intentionally fixed cameras and charge $70 again.
>>
>>737455245
>The actual backgrounds themselves are just high-res JPEGs with alpha masks. Even at 4K they’re not some insane space hog compared to modern open world texture soup.

Yeah thats why games just balloon in size when you download those stupid "High Res texture packs". I remember I had it with Monster Hunter Wilds, could barely tell the difference when it was used but it 30 gigs or something to an already giant game



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