its not about the texturing.
Rendering for a videogame has to be done in Real-time, and in order to have a playable experience you need ot maintain an acceptable number of frames drawn per second, and you must od this while also processing the game’s logic, and input(calculating physics and other player’s input as well depending on the type of game).
this is extremely processor intensive on matter how you put it, so the compromise is ot lower image fidelity.
this is not an issue in cinematic rendering because everything is being pre-processed and then rendered as a video file as long as you have the time and the detail you can render as complex of a scene as required.
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