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Once upon a time, back when all cutscenes were pre-rendered FMV, it was tremendously expensive to make changes because making any small change required re-rendering the entire video which was enormously expensive. For the specific assets used in the cinematic, it depends on what it costs to make those new assets.
This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Game artists can leverage the power of 3D art to create 3D cutscenes and cinematics that deliver compelling narratives. Therefore, they don’t need to pre-render images. The outcome?
One of the common comments Unity users make, especially when it comes to adding Cinemachine as a plug-in, is that the program doesn’t seem to hang or lag, even when you have a number of experiments running, especially while importing assets. Yes, in the past, Unity has come up a little short when it came to interior renderings.
By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics.
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