On 11/15/2017 at 5:46 PM, Scouting Ninja said:
It could work, and even have smooth animations. On PC the max a texture could be and run on every PC is 4K.
If you reduced the photos down to say 900*1600 you would will fit 5 on x axis and 2 on y axis. That is 10 photos per 4K texture sheet.
That should allow you to make animations for characters, if you keep it +/- 3 4K textures. That is you will have 30 frames to work with where a AAA game has a whole character.(30 fps is smooth)
Teck:
Sprite sheets limits for games have gone from 128*128 to 4096*4096. That is 32 times larger or you can fit 1024 old sprite sheets in a new sprite sheet.
So animation is Sprite * frames so a 512*512 sprite with 60fps animation would be 4096*4096 to fit all the sprites. 8*8 = 64. So 512*512 would be the largest a sprite could be to run a smooth animation.
AAA games use 1024*1024 at 32 frames per second for there explosions and gun flares. Because 16 frames per second.
In other words if you stick to 30fps animations you could do this and the game will benefit from all modern computer graphics advancements. You just have to limit "HD" to 900*1600 that most people wouldn't consider HD anymore.
You can't light a detailed model of a billboard, so you're not going to get "the benefit of all modern computer graphics advancements". Maybe you could fake it with some sort of normal map texture? You also aren't taking into account all the different facings that need to be rendered out, and animated. Which is why most sprites in Doom tend to have so few frames of animation, because it needs to be done per facing. IE Monster walking towards the player, monster walking away from the player, monster walking NE, SE, S, SW, etc -- except 8 cardinal directions is way too few, need at least 16 if not 32 to make look not awful as it turns. The other issue is that highly detailed textures tend to look bad at a distance, that could be mitigated with design choices and maybe custom Mipmaps, not sure.
As long as you're okay with it not looking photo realistic, and making a stylistic choice, I think it could be fine. You could try mocking it up in something like Unity or Unreal, for unity it would be a matter of making a plane that always faces the player and sticking a large texture on it.