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
| Component | Rendering |
|---|
| Backgrounds | Pre-rendered 2D |
| Characters | Real-time 3D |
| Compositing | Overlay characters |
| Camera | Fixed positions |
Visual benefits
| Advantage | Result |
|---|
| Detail level | Impossible in real-time |
| Lighting quality | Pre-calculated |
| Environmental complexity | Rich scenes |
| Consistent frame rate | Background static |
Camera implications
| Constraint | Design response |
|---|
| Fixed angles | Director control |
| No rotation | Cinematic framing |
| Multiple views | Scene coverage |
| Transitions | Cut between angles |
Notable uses
| Game | Application |
|---|
| Resident Evil | Mansion environments |
| Final Fantasy VII | World locations |
| Myst | Island exploration |
| Grim Fandango | Art deco scenes |
Character integration
| Challenge | Solution |
|---|
| Depth sorting | Z-buffer masks |
| Shadows | Baked into background |
| Collision | Invisible geometry |
| Scale matching | Careful placement |
Decline factors
| Change | Impact |
|---|
| Hardware improvement | Real-time caught up |
| Player expectations | Free camera wanted |
| Development cost | Multiple angles expensive |
| Resolution scaling | 2D doesn’t upscale |
See also