Pre-rendering

However, in some advanced implementations, such as in Final Fantasy VIII, real-time assets were composited with pre-rendered video, allowing dynamic backgrounds and changing camera angles.

As the technology continued to advance in the mid-2000s, video game graphics were able to achieve the photorealism that was previously limited to pre-rendering, as seen in the growth of Machinima.

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.

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 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.

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.

Another increasingly common pre-rendering method is the generation of texture sets for 3D games, which are often used with complex real-time algorithms to simulate extraordinarily high levels of detail.