>>712886370 You think they're rendering the backgrounds with witchcraft or what? Yeah, they're using high-fidelity assets and scenes, but the key difference is they're rendered once, baked into a static image or video, and then slapped into the game. That one-time render means you can crank all the settings to ultra, toss in ray tracing, GI, whatever the hell your GPU can't handle in real-time, and still keep performance buttery smooth. It’s not about cutting corners, it’s about control—scene composition, lighting, and detail exactly how the artist wants it, unshackled from real-time limitations.