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Abandon widespread* texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).
my examples (2D: created with Godot, 3D: created with Blender)
spoiler Animated eye
This was using a feature that likely isn't viable (for common use) due to performance.
:::
And for something not-by-me, see Spyro's vertex color skyboxes.
* general normal maps are ok, but I didn't have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.
Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.
I love Spyro to bits but that game/camera style makes me motion sick something fierce. Can we get a compromise?
Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.
I mean I guess if you make a cool skybox like that you'll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?
I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)... though I don't think I've ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can't be sure.
I know personally if I'm able to make anything, it'll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.