This is not a powerful compression but 3D real-time rendering technology.
Real Time Rendering, in English, means that all the images we see are generated "instantly" by the graphics chip. A series of programming languages are translated into instructions that the graphics chip can execute through the API (program interface) to complete the processing work. Generally speaking, the picture of real-time rendering can arbitrarily change the lens angle, while CG animations are fixed. But in terms of the fineness of the picture, CG animations are still stronger than real-time rendering. However, with the development of graphics technology, the gap between real-time rendering and CG will become smaller and smaller. For example, the real-time rendering promotional video of "Metal Gear Solid 4" is absolutely impressive.
First, we will state its definition, and then I will give some typical examples to illustrate.
When it comes to real-time rendering, many people find it rather mysterious and seems very profound. In fact, real-time rendering (especially in the game category) is a form of expression of graphics technology.
In English, real time rendering is translated into what we usually call "real-time rendering".
The main work of real-time rendering is all done by the graphics chip. Through the command and complex calculation, the characters and scenes in the game appear on our screen.
In fact, when mentioning "real-time rendering", the most mentioned thing with it is also CG animations.
I want to compare "real-time rendering" and "CG animations", and then we will understand clearly.
First, let's talk about "CG animations". The so-called CG animations, most of the work is done by animation producers. They render the established models into complete pictures on their computers, which is equivalent to a production line. The staff on the production line are animation producers. After rendering is completed, our game console only needs to recognize the codes of these animations, decode them, and then play them at a speed of 24 or 30 frames per second. If there is no special corresponding chip (these chips are generally compileable chips, which store encoding and decoding information, and can easily find the corresponding output during decoding), at this time, it is necessary to use the algorithm of software to use the computing power of the CPU for a lot of calculations and then generate the corresponding graphics output. This is what we usually call "video playback ability".
I will give an example below to illustrate.
For example, the opening CG animation part of the game is a very familiar animation part. This part of the video has been produced in advance by the game producer, and just needs to be played. Although it looks very colorful, it does not occupy system resources. We all have such an experience that when the system configuration is not enough, we can often play the CG animation smoothly. But after the CG animation, we immediately exit the game, or there is a black screen. That's the reason.
Then why exit the game? Then it involves real-time rendering. Real-time rendering in the game is the most system-consuming. Even a very small part of real-time rendering will consume a considerable amount of system resources.
Let's take another example of real-time rendering. The largest part of real-time rendering is the large-scale games made in Europe and the United States. So I will take "The Elder Scrolls 4" as an example:
In "The Elder Scrolls 4", there are many such scenes. When dealing with enemies, you can choose to attack the enemy with cold weapons, or use magic to attack, or alternate attacks, or communicate with each other, or give up the battle and run away. Then when you choose suddenly which way to attack, the system doesn't know which way you will use to attack. When you suddenly choose to use cold weapons, the rendering system has to call out the graphic files using cold weapons from the reserved rendering files and perform real-time rendering. This is real-time rendering!! This instant real-time rendering is completely done by the CPU. And the graphics card and memory are responsible for synthesizing the instructions issued by the CPU and then perfectly restoring the calculation, and the gorgeous picture is presented.
Therefore, the system needs to have sufficient capacity reserves to cope with the instantaneous graphics calculation, otherwise the "freezing" we often say will occur. The so-called "freezing" is actually a frame drop phenomenon, because the system has been incoherent during calculation, and what is reflected on the screen is that the character is frozen and jumps frame by frame.
Therefore, real-time rendering is very demanding on the system.
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