1. Prerendered is a clear reference to a rendering technique. Prerendered things are either footage or assets that have been generated before hand--not realtime.
pre- :: Earlier, before, prior to
render :: To convert (graphics) from a file into visual form
Prerendered footage is the product of generating footage, almost exclusively, with offline renderers and does NOT use the realtime ingame engine to produce the render. While one could plausibly prerender footage using the game engine; the contrast you present is one of quality. The gameplay/realtime engine will not produce better quality (not to mention the Devs and Media have clearly dubbed this gameplay, so the arguement you make is a wild "What if" not based on any facts whatsoever less the theme of negativity toward the 360).
Browsing back through your MGS4 posts it would seem you would indeed need to argue that that, too, was prerendered. Yet it is clear you consider it realtime, inengine.
I don't remember you calling that prerendered.
2. The proof that it is ingame?
You are changing the topic.
The answer to that question is not evidence for your stance.
Yet to humor the visitors--and to restate what has already been clearly said in this thread:
IGN
IGN said:
All the footage, from the video to the screenshots are 100% gameplay. I repeat, these are not cut scenes. These are not an artist's interpretation of gameplay. This is NBA 2K6.
IGN
IGN said:
And again, this is 100% gameplay.
The only "grey area" in what IGN has said is that the footage may be realtime ingame gameplay from "cinematic" angles for PR purposes. Yet even then IGN noted a new, not very playable, camera angles. Ditto GameSpot...
GameSpot
GameSpot said:
We didn't notice any specific frame rate issues in our look, and Thomas was quick to assure us that the game, complete with (or perhaps despite of) this detail, would be running at 60 frames per second at launch.
GameSpot said:
The single most impressive visual aspect of the demo was the overall sense of immersion found in the game, thanks in large part to the camera angle on display, which featured a low, on-the-floor viewpoint that really made you feel as though you were in the middle of the action. Subtle depth of field tricks that blurred players who were closer to the camera (thus out of focus) added to the visceral effect, lending a real sense of tempo and drama to the game unfolding on the court. It's a bit too early to tell if this will be an effective camera angle when actually playing the game; the low perspective didn't really give you much of a view of the entire court or your teammates. But when played for dramatic effect, with players darting in and out of the camera frame, this point of view was certainly a winner.
GameSpot specifically notes the "dynamic camera work" and the visual treats.
What is decisively clear is thus:
They are not prerendered.
If you had even bothered to read the initial links or the replies by people in this thread you would not be making a false statement already corrected a half dozen times.
And I do believe these are replay footage, or some "front-end-game-engine-rendered-using in-game assets" footage, which would imo qualify as "prerendered" .
You have no basis for this statement. It is an opinion you pulled out of thin air and does not match with what the development team, IGN, or GameSpot has stated.
Or maybe I've just got it wrong again,
If IGN, GameSpot, and VC are lieing then you could be wrong. But until otherwise it not only appears you are wrong but you are at dire ends with their claims.
I mean I'd call the MGS4 trailer also "prerendered using ingame assets" even if it were an actual scene from the final game and running on the game engine.
That is not the definition of prerendered. And I may add that your posts on the MGS4 threads would not indicate such a view.
Since I do not see every single post, could you direct me to a post where you call MGS4 prerendered? Your arguements in those threads tended toward it is not only realtime but this is how the final game would look. I don't recall you calling it prerendered.
Have I understood the description of "prerendered" too loosely?
Not too loosely; completely inaccurately.
Devs have been using realtime inengine/ingame cut scenes since the N64 (due to the lack of memory). This is not a new technique, idea, concept, etc. Realtime vs. Prerendered.
Further, until stated otherwise by a source who has seen the game, the ONLY possible interpretation at this point is the one IGN and GameSpot have given: It is realtime using the Game Engine.
IGN goes as far as saying these are NOT cut scenes. What do they mean by that?
A.) It is gameplay (i.e. on the court action controlled by people) with funky angles
B.) It is gameplay (i.e. on the court action controlled by people) but with cinematic angles to show off the engine.
Either could be correct, although comments by IGN and GameSpot indicate it is A.
Further, there is a difference between using gameplay footage (i.e. people playing the game yet with cinematic angles; i.e. what PGR3, NBA Live, and possibly this have done) and a cutscene that uses the ingame assets BUT uses streamed animation and camera angles.
Neither are 100% depictions of gameplay; yet the former does indicate the rendering techniques, models, gamplay flow, and animations players will see WHILE PLAYING (but from different angles) while the later demonstrates the rendering techniques and models but does not indicate the flow of gameplay and animations players will see WHILE PLAYING.
I think it is pretty clear these "render" comments and camera comments are the biproduct of E3/MGS4 trailer.
While I agree that these angles WONT demonstrate the camera angles most (any?!) will play with; on the other hand calling it prerendered is a joke.