F5F Stay Refreshed Software PC Gaming Yes, it is feasible to convert a video game into a video file by forward-rendering its content.

Yes, it is feasible to convert a video game into a video file by forward-rendering its content.

Yes, it is feasible to convert a video game into a video file by forward-rendering its content.

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mat_fram
Posting Freak
776
05-01-2016, 02:56 PM
#1
For instance, a PC equipped with a GTX 1050 Ti might find it difficult to play many current games at 4K60. However, could it be feasible to 'forward-render' an in-game scene into a 4K60 video file, even if it doesn’t run instantly? I doubt it would work smoothly because it could disrupt the game’s logic, though I found it intriguing to explore.
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mat_fram
05-01-2016, 02:56 PM #1

For instance, a PC equipped with a GTX 1050 Ti might find it difficult to play many current games at 4K60. However, could it be feasible to 'forward-render' an in-game scene into a 4K60 video file, even if it doesn’t run instantly? I doubt it would work smoothly because it could disrupt the game’s logic, though I found it intriguing to explore.

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kcaz56
Senior Member
664
05-01-2016, 04:41 PM
#2
You're asking for clarity on "forward-render." It means creating assets in real-time as they're needed, rather than preparing them all at once beforehand. This approach is common in game development.
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kcaz56
05-01-2016, 04:41 PM #2

You're asking for clarity on "forward-render." It means creating assets in real-time as they're needed, rather than preparing them all at once beforehand. This approach is common in game development.

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rnrn81
Junior Member
18
05-07-2016, 12:08 PM
#3
You'd prefer larger file sizes for your game assets, mainly because early engines struggled to handle movie-quality animations. Back then, cutscenes were typically pre-rendered videos due to limited processing power. Nowadays, high-resolution files are common, but they increase the game's size. This makes them more suitable for lower-end systems while still allowing real-time rendering on modern hardware. The choice remains valid, and you could even opt for a 50GB game with normal graphics or a 120GB version with pre-rendered content.
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rnrn81
05-07-2016, 12:08 PM #3

You'd prefer larger file sizes for your game assets, mainly because early engines struggled to handle movie-quality animations. Back then, cutscenes were typically pre-rendered videos due to limited processing power. Nowadays, high-resolution files are common, but they increase the game's size. This makes them more suitable for lower-end systems while still allowing real-time rendering on modern hardware. The choice remains valid, and you could even opt for a 50GB game with normal graphics or a 120GB version with pre-rendered content.

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Kramble921
Member
230
05-08-2016, 10:05 PM
#4
I understand, my current GPU struggles with full ray tracing at 4K60p for Cyberpunk. I'm curious to see the visuals, so I thought about pre-rendering a cutscene into a video file. Don't worry about the confusion in my earlier message.
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Kramble921
05-08-2016, 10:05 PM #4

I understand, my current GPU struggles with full ray tracing at 4K60p for Cyberpunk. I'm curious to see the visuals, so I thought about pre-rendering a cutscene into a video file. Don't worry about the confusion in my earlier message.

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louytekj
Member
144
05-09-2016, 02:14 AM
#5
I understand. The nearest option would be searching for a video made by someone with sufficient equipment.
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louytekj
05-09-2016, 02:14 AM #5

I understand. The nearest option would be searching for a video made by someone with sufficient equipment.