Why are the cutscenes in Kingdom Hearts 0.2 pre-rendered? They're done in-engine, so I don't understand why they couldn't just have them run in real time? Wouldn't that also save space to have them in real time?
I only see this as an issue because the compression they used is really, really bad. Like macroblocking out the ass. You can clearly tell when it switches from real-time to pre-rendered, even if the graphic fidelity is identical.
tl;dr: whoever did the encoding job for the pre-rendered (yet in-engine) cutscenes in 0.2 did a piss poor job, and I sure as hell hope 3 doesn't have the same issue.
Unreal 4 has issues with in-game camera angles.
Honestly, they should have stuck with Luminous.
>>379991823
To clarify, camera switching. Luminous does too but not nearly to the same extent.
I wonder how they'll deal with this in FF7R and KH3.
>>379991823
>>379992082
Are you fucking kidding me?
>>379991823
>>379992082
this is news to me
>>379991823
>>379992082
If this is true then WHY THE FUCK DID THEY SWITCH FROM LUMINOUS
>>379993156
japanese video game industry politics
need to have at least one proven game on an in house engine before continuing work with others
XV was that game so they're free to use Luminous for future titles, but not their two most important yet.
It was a suit decision, not a tech team decision.
t. worked for Square Enix
>>379993612
If this is true I will lynch a Square Enix shareholder
>>379991823
Nah they shouldn't have even the only team that is working with Luminous could barely handle it, it's capable engine but Square almost didn't think of scalibility at all. If anything it's a dev problem. In XV character models sometimes literally pop into existence multiple frames after camera changes. Not even UE3 had that problem in the right hands.I do hope it's back for KH3 though since it would make you have certain keyblades or outfits in cutscenes like in KH2.