[QUOTE=a]
[QUOTE=ActRaiser]
FF-X was the first game I saw pull such a nifty trick where it actually became tough to tell what was pre-rendered and what was generated real time.
[/QUOTE]
Clearly I have a harder time differentiating between the two, because I don't even know the difference. What is it exactly?
[/QUOTE]
Pre-rendered means artists/animators painstakingly create individual frames and capture each frame individually at usually a lot higher resolution (less jaggies). So, you got lots of highly detailed polygons, lighting, etc moving everywhere which way. To render a single frame takes quite a bit of CPU juice due to everything going on within that shot.
Real-time renders on the otherhand are generated with a lot fewer polygons, lower resolution (more jaggies), light effects, etc and happen directly on the console itself. With really smooth textures you can have the appearance of a lot more polygons then what you really have.
So, with FF-X if you notice during the battle screens the resolution runs at say 320 x 240 (just tossing numbers out here). Then the screen zooms in on a close up of a character and slowly blends in a movie of a pre-rendered scene of highly detailed characters. They do it in a really smooth fashion same thing for God of War. It's a bit more apparent on a big screen tv as you can see the difference in resolutions immediately in the character models. Still makes for an awesome look.
So as a rule of thumb Japanese developers use pre-rendered scenes causing RPGs to span multiple DVDs. While Western developers on the other hand like to use in game engine renders which allows for a game like Oblivion that's 200+ hours long on a single DVD. Neither approach is better than the other just different.