Within 3D software there are some constraints that can set behind a project badly. An example of this is the Polygon count, each model consists of many polygons which makes up each model. when the computer is calculating the position of each individual polygon the more there are to calculate the harder it is on the processor and the longer it would take to calculate each polygon, when models are created it would be for the best that there are as little polygons as possible to reduce the time it takes for the processor to complete that task. This constraint would be aimed at video games as the processor would have to render the games graphics each time it is player, in movies each polygon is pre-rendered so this does not affect movies.
File Size limits have always been a constriction in video games, some games have been top big to fit on their game cartridges/disks, for example Final Fantasy 7 was put on 4 disks for the Playstation 1 as it was a massive game. Graphic wise, console games don't look as good as games on PC due to the fact that PC's can be built to be much more powerful then a console so that allows better graphics to be rendered/displayed at once.
Render time is an issue/constraint due to how varied the process is, if the model that is created is small the render time would be very short. Although when large levels/models are created the render time can range from minutes to days depending on the polygon count. Companies that create games sometimes have computers dedicated to rendering to cut down the time considerably. Not only does rendering apply to 3D in modelling or animations or larger animated films, but it contributes to mobile phones, virtual worlds and a wide range of multimedia. It is known to be present in video games as the console and game itself would need to be allowed time to load certain scenes, thus rendering out the scenes to make them available to the players in “real time” to enhance the game play, making it all the more important.
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