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Techniques & Technology

Pre-Rendered Backgrounds

Static beauty

Pre-rendered backgrounds provided detailed 2D imagery behind 3D characters, allowing PlayStation-era games to display visual complexity impossible in real-time rendering.

PlayStationsega-saturnpc graphics3drendering 1996–2002

Overview

Real-time 3D couldn’t match pre-rendered detail—so why not combine them? PlayStation-era games placed 3D characters against 2D background images rendered offline, achieving visual complexity impossible in real-time. Resident Evil’s mansions, Final Fantasy’s cities, and countless adventures used this technique to stunning effect.

Fast facts

  • Era: 1996-2002 (peak).
  • Platform: PlayStation primary.
  • Benefit: Visual detail.
  • Trade-off: Fixed camera angles.

How it works

ComponentRendering
BackgroundsPre-rendered 2D
CharactersReal-time 3D
CompositingOverlay characters
CameraFixed positions

Visual benefits

AdvantageResult
Detail levelImpossible in real-time
Lighting qualityPre-calculated
Environmental complexityRich scenes
Consistent frame rateBackground static

Camera implications

ConstraintDesign response
Fixed anglesDirector control
No rotationCinematic framing
Multiple viewsScene coverage
TransitionsCut between angles

Notable uses

GameApplication
Resident EvilMansion environments
Final Fantasy VIIWorld locations
MystIsland exploration
Grim FandangoArt deco scenes

Character integration

ChallengeSolution
Depth sortingZ-buffer masks
ShadowsBaked into background
CollisionInvisible geometry
Scale matchingCareful placement

Decline factors

ChangeImpact
Hardware improvementReal-time caught up
Player expectationsFree camera wanted
Development costMultiple angles expensive
Resolution scaling2D doesn’t upscale

See also