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Explain why in the early 2000s, PCs had real-time 3D tech demos that looked remarkably close to CGI, often with a level of visual polish and atmosphere that still feels surprisingly elusive in games today. Even now, there are relatively few games that truly capture that aesthetic.

Instead, modern games often seem to fall into one of two extremes: a sterile anti-soul realism that prioritizes technical fidelity over artistic character, or an aggressively saturated, almost overprocessed visual style. What’s strange is that the technology has advanced so dramatically, yet that particular CGI look and visually cohesive still feels oddly rare.


https://youtu.be/sonaPmvW-uY
https://youtu.be/nGgc_dWVXe4
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>>745990767
>why is pre-rendered material higher quality than material that has to be rendered in real time?
I'm just busting your buttocks, I think the reason is because by the time we had the technological advances to achieve that level of fidelity, we already had the means to surpass that look as far as the audience was concerned. Why settle for making everything look like plastic dolls when Call of Duty Ghosts was marketing the amazing new gameplay revolution of... being able to see dirt under a character's fingernails.
The Y2K FMV aesthetic got skipped over.
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>>745990767
Four thousand dollars for top end graphics.
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File: 1772931588312318.jpg (491 KB, 1200x675)
491 KB JPG
We didn't know how good we had it back then....
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>>745990767
Perfect Dark Zero looked like that
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File: ruby-3-5.webm (3.93 MB, 960x720)
3.93 MB
3.93 MB WEBM
>>745990767
we lost the technology



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