How Do Games Render So Much Grass?

  Рет қаралды 312,094

Acerola

Acerola

Күн бұрын

An overview of my grass rendering explorations and an implementation of billboard grass, a common technique used in nearly every single video game.
Support me on Patreon!
/ acerola_t
Twitter: / acerola_t
Twitch: / acerola_t
Discord: / discord
Code: github.com/GarrettGunnell/Grass
References:
developer.nvidia.com/gpugems/...
Music:
Gold Falls Casino - HuniePop OST
Joy - Persona 3 OST
Bad Bully - Kizumonogatari 2 OST
Chapters:
00:00 Intro
01:36 Getting Started
03:37 GPU Instancing
06:51 Improving Appearance
10:07 Finishing Touches
11:50 Optimizations
14:04 Conclusion
Thanks for watching!
This video is dedicated to my friend, Alotryx.
also please subscribe haha please man please just subscribe dude please just like one sub I swear I'm not addicted please man please just one sub please
#acerola #gamedev #graphics #unity #indiegame #unity3d #madewithunity #indiedev #unity2d

Пікірлер: 560
@spwwww8258
@spwwww8258 Жыл бұрын
Just wanted to address one point about using GPU Instancing: Without GPU Instancing mesh data isn't copied from the CPU to the GPU every frame. That's why the GPU has its own memory. The mesh data is loaded to the GPU once, only a small amount of data which tells the GPU how to render that mesh is updated constantly. For example data about where the mesh should be rendered. (uniforms) The performance problems thus don't stem from having to load too much data to the GPU, but by bad scheduling. When rendering each instance of an object separately, the GPU and CPU are constantly in a dialogue and have to wait for each other. With GPU Instancing the CPU combines all of that data, sends it to the GPU and then lets the GPU vroom vroom through the workload without any interruptions. Whats also nice is that with GPU Instancing you can just keep that data around on the GPU for as long as you like. So you have the flexibility of updating it every frame, only sometimes or only once. Updating a complete mesh every frame is sometimes referred to as streaming and only done in very specific circumstances. Constantly shapeshifting terrain maybe. Though even then other methods are usually preferred when possible.
@ewinter9021
@ewinter9021 Жыл бұрын
Great explanation. Wanted to ask where did you learn about this topic? (A class or book perhaps? because as a wanna-be indie dev with no technical training i would love to begin researching things like this but it definitely doesn't seem like entry/gateway material and prob has tons of prerequisites to understanding lol). TLDR: How did you go about learning this information? And do you have any tips on resources that could be useful to learn or understand this in more depth for those getting started?
@turkym7md5
@turkym7md5 Жыл бұрын
@@ewinter9021 You can fire up a c++ project and start tinkering with OpenGL, look for an opengl c++ series or a book it would teach you alot about GPUs
@turkym7md5
@turkym7md5 Жыл бұрын
Another use case for updating a mesh every frame is for 2D batching, because every frame you have to resort and recalculate the batched sprites and send their mesh data to the GPU.
@bash0985
@bash0985 Жыл бұрын
@@ewinter9021 There are also some good books and video series' using Java instead of C++ which might be a bit more friendly to people who haven't dealt with it before. I personally recommend ThinMatrix's 3D engine series on KZbin and the book "Computer graphics programming in OpenGL with Java". They teach graphics programming from the ground up and are much lower level and in depth than anything you might do in Unity
@maximeumbra7235
@maximeumbra7235 Жыл бұрын
Pretty accurate description although the performance issues aren't "exactly" due to bad scheduling over which you get no control in the first place, big part is very poor bus performance with the number of commands sent but that isn't it alone either, on the GPU side large bottleneck also arises from warp under utilization when the commands are sent in a manner that don't use the full warp width, in addition say 10k commands to process isn't exactly a walk in the park within a common 5ms frame budget usually afforded for driving the rendering. The basic notion is damn good though and while the position data isnt necessarily uniform this does a good job to illustrate that if you have more than a dozen of anything you need to batch in one manner or another (method described here isn't the only one, you can also use constant buffers for direct pointers to the vert position buffers etc)
@level7feeders13
@level7feeders13 Жыл бұрын
1970: people in 2020 will have flying cars 2021: in order to render grass you need grass
@Rudxain
@Rudxain 9 ай бұрын
This is why we need to touch grass
@joewilliams8286
@joewilliams8286 2 жыл бұрын
Best video I’ve seen on the topic, love how you give detail over the whole process and explain the theory behind it… gained a subscriber
@Acerola_t
@Acerola_t 2 жыл бұрын
Thanks so much!
@AlexTuduran
@AlexTuduran Жыл бұрын
You could randomize the y-axis rotation, randomly darken it with a very low frequency noise for more color variation, use material ambient occlusion to further improve the definition of the grass, use an atlas of grass textures for even more variation, implement basic specular reflection for a more pbr look and some basic sub-surface scattering. Regardless, this is a nice explanation.
@HKragh
@HKragh Жыл бұрын
Hi, fellow tech artist here: Overall nice look. I would add some additional effects. Grass should animate a little more in zones of related movements, and in waves. Then there is lighting. Calculate a standard fresnel effect (dot(pos-cam, viewDir) as uv in a fresnel LUT), and use the sky color as a tint where grass is seen very heads on. It will highlight the curves of the terrain. Also grass is a 3D structure in a vertical position, so calculating some light based on viewing direction (dot(pos-cam, lightDir)) would work wonders. As grass animates, it changes how it faces light, so could also do something here, to make it change lighting as it waves. Lastly: grass is shiny, so adding some soft specularity (again use the pos-camPos as a pseudo normal) is a nice final touch
@ChoiceOfIllusion
@ChoiceOfIllusion Жыл бұрын
4:30 I don't think storing a huge buffer of positions on the GPU is by itself instancing. The way I understand it is if you have say a 50 vertex mesh and you need to draw this say 50,000 times, you could get the CPU to create a buffer of 50 vertices * 50,000 and submit that large buffer to the GPU. You would still only need to do that once because the grass does not move, so you incur the hit one frame only. However that still means you are using a large amount of GPU memory on repeated mesh data and also some performance as the GPU has to process that large buffer. So instead of duplicating all 50 identical (non-transformed) grass mesh vertices 50,000 times, why not simply store a single instance of the grass mesh vertices on the GPU, then get the CPU to create just a position (and possibly rotation, color vertices) for each 50,000 grass object instead of the full 50 vertex grass mesh. So instead of 50,000 * 50 * vertex_size you are submitting and storing 50,000 * vertex_size on the GPU (simplification but the general idea). The GPU still needs to process this 50,000 buffer but it is now much smaller using far less GPU memory and the GPU spends less time doing so. It then takes that single mesh instance and transforms it when rendering each instance to the correct location using the single vertex position data. Of course this means that GPU instancing is only useful for world objects such as grass where the mesh is identical for all instances. Providing a per instance rotation vector (and possibly color vector) can make this duplication much less noticeable. I've implemented exactly this for grass recently using Godot and the MultiMesh class it provides. docs.godotengine.org/en/3.5/classes/class_multimesh.html#class-multimesh
@HallyVee
@HallyVee Жыл бұрын
Can this be done for billboard trees at vast distances? ... er wait, billboard != mesh, is it :)
@adelAKAdude
@adelAKAdude Жыл бұрын
That was surprisingly enjoyable to watch ... and informative ... Thank you !
@AndreCastel
@AndreCastel Жыл бұрын
Just discovered your channel and it's exactly what I needed, so thank you for the great content. Please don't change 🙂 the low budget 2000s look and effects is a breath of fresh air. Keep up the good work.
@TacoTechnica
@TacoTechnica Жыл бұрын
Underrated stuff! Was looking into grass rendering and stumbling across this was very helpful, Gonna check out the rest of the grass stuff and also the rest of the channel since your presentation on topics is great!
@heyjakeay
@heyjakeay Жыл бұрын
Never would I have expected HuniePop and Kizumonogatari backing music to a technical topic like this
@James-Calvin
@James-Calvin 8 ай бұрын
Another wonderful video, Acerola. I have seen this technique used before in games I've played. Your grass looks amazing! I love the yellowing effect you added related to the height. It's amazing!
@antonynepgen2045
@antonynepgen2045 Жыл бұрын
I love the entire way that you explain everything, I honestly learnt enough that I will remember most of it while it was entertaining - I could watch these for fun for ages
@MrWaketeu
@MrWaketeu 2 жыл бұрын
Fantastic video ! I knew everything about instancing, but for an unknown reason, I stayed until the end of the video ! Please continue to make such great content
@DreamPharaoh
@DreamPharaoh 2 жыл бұрын
That was great, thank you for all of the details too. I will be tackling this problem soon and so it was nice to have a direction on it.
@Acerola_t
@Acerola_t 2 жыл бұрын
Good luck! It's something I've been researching for quite awhile.
@buttforce4208
@buttforce4208 Жыл бұрын
Amazing video, I've been looking all over for something like this. Thanks so much for making it, GPU Adrien Brody!
@icedude_907
@icedude_907 Жыл бұрын
Just want to inform you that both me and a friend were recommended one of your videos today despite never seeing you before. This could be about to hit the algorithm. Watched a few of your vids now, extremely well done content
@wordydird
@wordydird Жыл бұрын
I just looked this up cause I was curious what the 2d plane grass was called, but this was really interesting and I learned a lot more than I expected. Cool stuff man, definitely gonna sub and watch more
@soul-candy-music
@soul-candy-music Жыл бұрын
I love everything about this video, lmao. Super knowledgeable, funky detective and retail store style beats, intriguing kitchen/living room ted talks - instant sub.
@DarkDax
@DarkDax Жыл бұрын
Great video mate! Just started looking into shaders so this video was really informative. Some of that math might have gone over my head but still really enjoyable haha
@JoBot__
@JoBot__ Жыл бұрын
That quick recap on the previous video was very useful, and I got everything I needed. Thank you.
@HuxleyCrimson
@HuxleyCrimson 7 ай бұрын
Top notch content man. We have some real added value information here, and it gets deep enough while clearly conveyed and staying at reach. Kudos to you. Instant sub.
@aleningi96
@aleningi96 Жыл бұрын
Great video about gpu instancing. I'm getting into shaders rn and this was super useful!
@maribelmenese4845
@maribelmenese4845 Жыл бұрын
I really love how you put the music you use on the description
@mariovelez578
@mariovelez578 2 жыл бұрын
This is an amazing video! I learned almost nothing because I already knew this stuff, but you explained it so well!
@Acerola_t
@Acerola_t 2 жыл бұрын
Thanks! The next 2 grass vids go into some more modern techniques.
@mariovelez578
@mariovelez578 2 жыл бұрын
@@Acerola_t Just did, commenting on all of them to help the algorithm
@Whatismusic123
@Whatismusic123 Жыл бұрын
dragon vale is a fire game
@mariovelez578
@mariovelez578 Жыл бұрын
@@Whatismusic123 Lol, yes it is!
@gus3000spam
@gus3000spam Жыл бұрын
Cool video, chill and informative. I like your style !
@KoshakiDev
@KoshakiDev Жыл бұрын
The editing is on point. I enjoyed the video as a casual viewer and also enjoyed it as a legitimate tutorial
@jeffmcguire1599
@jeffmcguire1599 Жыл бұрын
Dope videos. Going back to watch others. Thanks for making this stuff!
@Buttered_Bread
@Buttered_Bread 9 ай бұрын
Super interesting stuff, real glad I came across ur vid!
@19vangogh94
@19vangogh94 Жыл бұрын
I love this "Standing In Room Microphone sprinkled with animations" format, its so unique, you shouldn't loose it!
@johncreativeproducts5688
@johncreativeproducts5688 Жыл бұрын
what a great video man! thanks so much!!
@PMARC14
@PMARC14 Жыл бұрын
The math was surprisingly easy, but what was crazy was the artistry in it by taking into account all the many properties to make it look nice.
@joeypepperoni6078
@joeypepperoni6078 10 ай бұрын
I've been searching for this video for months even though I didn't know it existed. I feel like I've found a secret tome of knowledge in this video and your channel. Thank you Acerola!
@pcih6176
@pcih6176 Жыл бұрын
I loved your performance in "The Pianist"!
@Korcunu
@Korcunu Жыл бұрын
Great video and great editing! Really useful info for me as a hobbyist gamedev although I understood only 10% and probably need to rewatch the video multiple times xD
@jarrednorris
@jarrednorris Жыл бұрын
glad this popped onto my recommended. Inspired me to work on some more code. Keep it up and enjoy 1 more sub!
@allepiccondor1166
@allepiccondor1166 Жыл бұрын
Great video man can’t wait to see more
@Kenji_195
@Kenji_195 Жыл бұрын
Videos like this really motivates me to keep experimenting with Unity, it was very interesting and fun to watch!!
@ghwii
@ghwii Жыл бұрын
As a game Dev, and also someone who really digs math and algorithms, you can't even begin to grasp how grateful I am KZbin randomly decided to recommend your channel. All of your videos I've seen are a gold mine. Absolutely awesome content!
@WizardsCode
@WizardsCode Жыл бұрын
Great work... learned alot. Thank you.
@KaiMCGRPS
@KaiMCGRPS Жыл бұрын
i saw one vid by you and i'm currently binging your content, your videos are so cool
@Acerola_t
@Acerola_t Жыл бұрын
Thanks!
@HarryTheLoser_
@HarryTheLoser_ 9 ай бұрын
Damn, this helped a lot, you definitely will blow up!
@arsnakehert
@arsnakehert Жыл бұрын
Love how this video is very much a paper in video format, but not only that, in _interesting_ video format Thanks for making this! \o/
@adiyn_
@adiyn_ Жыл бұрын
Best intro, amazing humor, cool nick, looking goo- i mean nice content quality, man i'm subscribing
@towyan8187
@towyan8187 Жыл бұрын
Dude your voice with that BGM is addictively great. It helps me sleep lol
@RosemaryWilliams49fruits
@RosemaryWilliams49fruits Жыл бұрын
+1 for very informative. +sub for comedic style being on point.
@fluffycritter
@fluffycritter Жыл бұрын
Nice technique. A physical wind simulation could be done by doing some shaders that do a fluid dynamics simulation (e.g. water ripples) within a texture and then use lookups into the texture to determine the sway amount. I've also seen some really clever techniques of using the depth buffer of a camera pointed down on the environment to drive the fluid dynamics based on objects moving around (for example, having large gust-of-wind objects that are only rendered on the dynamics sim texture).
@kitkittsy
@kitkittsy Жыл бұрын
My immediate thought when animation was brought up was that the sin of the x/z positions of the grass would be used to emulate waves of wind. Perhaps not as accurate as a simulation, but trivially different to implement than height-frequency method used here?
@realPowerPaul
@realPowerPaul Жыл бұрын
Thank you for explaining and sharing in detail! First video I found from you and I look forward to check out your channel later. You earn more subs and if you are consistent, I'm pretty sure you will get them! Stay tuned!
@voizeh7140
@voizeh7140 Жыл бұрын
Holy cow! Your channel are awesome! And also funny
@sethhannah7191
@sethhannah7191 Жыл бұрын
This video style is hilarious! subbed :)
@sethcarson2201
@sethcarson2201 Жыл бұрын
That quick rundown on Dynamic Details was genuinely the cherry on top
@ZettXXII
@ZettXXII Жыл бұрын
I learned a lot, thanks mate.
@jake3255
@jake3255 8 ай бұрын
I remember in Just Cause 2 they had trees billboarded beyond a certain distance, and just made sure that the texture was always facing directly at you. If you flew directly above a tree, it would be lying flat on the ground and rapidly swivel beneath you
@Acerola_t
@Acerola_t 8 ай бұрын
breath of the wild also used this technique for their trees, pretty neat!
@purp.squared
@purp.squared 12 күн бұрын
a lot of games also use it, mario 64 does it (i dont blame them, it was 1996) half life 2 does it and a few others
@mariocamspam72
@mariocamspam72 Жыл бұрын
really nice explanation of a difficult concept
@DatBass
@DatBass Жыл бұрын
awesome video, i've always wondered how this was possible.
@2Fast4Youtube
@2Fast4Youtube Жыл бұрын
Okay, you got me with the recap. Subscribed forever now, you are stuck with me
@six-sided-matrix
@six-sided-matrix Жыл бұрын
This dude sounds like his boss told him to make a video but sound enthusiastic about it
@TreesPlease42
@TreesPlease42 8 ай бұрын
This is cool, thanks!
@nguyenhoangminhtrung2779
@nguyenhoangminhtrung2779 Жыл бұрын
Thank you for these videos!
@INeatFreak
@INeatFreak 2 жыл бұрын
Thanks for this superior tutorial.
@zerosick
@zerosick 2 жыл бұрын
liked the monogatari references subbed
@CausticCatastrophe
@CausticCatastrophe Жыл бұрын
I really appreciate these videos. they are a breath of fresh air. :)
@meerkat22
@meerkat22 Жыл бұрын
Strangely perfect explanation!
@fredericklyle4001
@fredericklyle4001 Жыл бұрын
10/10 my new favorite youtuber. Needs more cowbell? no, needs more grass. (i'm here from your video about bad grass tutorials)
@kylejennings819
@kylejennings819 2 жыл бұрын
As an artist with little code experience longing for a powerhouse grass setup. I would love to see an in depth tutorial including code
@Acerola_t
@Acerola_t 2 жыл бұрын
Unfortunately I don't have much interest in doing coding tutorials, I prefer focusing on theory and leaving the rest as an exercise for the reader. This is mainly because when I was learning, I noticed a sheer lack of theory focused graphics content. The core of this implementation is compute shaders which I learned from this great tutorial: kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html Additionally my source code is in the description, it is a little messy but referencing it and reading documentation on functions you aren't familiar with should be able to get you there.
@etopowertwon
@etopowertwon Жыл бұрын
You can use different textures and add random rotation during placement to make it look less uniform. Also I know this technique since Quake 1 days. There they used it for explosions, as they are spherical by nature. I defitenly remember it seeing in other games, but Q1 is my first memory as it also was the first game I played that had real 3d
@FedSilVor
@FedSilVor 8 ай бұрын
As a person from the future I appreciate that you said that is not a new video if someone's from the future.
@copycatlyn
@copycatlyn 8 ай бұрын
i have no idea how i found you, but i am happy you're did. no clue what you're saying either. this is just great :) not due to your explaining, but due to my stupid and ignorance.
@idontlikethis980
@idontlikethis980 Жыл бұрын
I am indeed watching this in the future Thank you for addressing this matter
@a_random_person_
@a_random_person_ Жыл бұрын
That was a great video. Even gave me motivation to look at real grass to compare realism
@TheHypnotistDK
@TheHypnotistDK Жыл бұрын
Awesome video! Keep going
@socks2441
@socks2441 Жыл бұрын
fascinating. its so clever how this stuff works. i feel like the grass could do with some better textures though. also, i dont know how hard it would be to add shadows to them but that would look amazing too. probably completely tank performance though, unless you could bake the shadows and animate them swaying with the wind along with the grass etc.
@QckSGaming
@QckSGaming Жыл бұрын
Excellent video, that's a sub!
@MikolajZMiasta
@MikolajZMiasta Жыл бұрын
Great video, thank you a lot!
@dyna6460
@dyna6460 Жыл бұрын
I love the way you explain things thanks you
@stoneboi1395
@stoneboi1395 2 жыл бұрын
surprisingly high quality, hidden gem of a channel
@stoneboi1395
@stoneboi1395 2 жыл бұрын
My tips are to allow more head room in your IRL shots, but i loved the editing and the grass solurion was really cool
@Acerola_t
@Acerola_t 2 жыл бұрын
Thanks! I'll take that into consideration
@Ugric
@Ugric Жыл бұрын
This video is really enjoyable, well made and easy to understand! :) Wouldn’t be surprised if you got really popular soon!
@EthanFilms
@EthanFilms Жыл бұрын
Amazing video!!! Subbed!
@manuelsalgado9855
@manuelsalgado9855 21 күн бұрын
dude, you are my hero
@user-db9do2hi7b
@user-db9do2hi7b 6 ай бұрын
Man youre awesome, thanks
@nathanfan1130
@nathanfan1130 Жыл бұрын
Amazing informational video but you really used Hunie pop bg music and thought I wouldn't notice XD
@g45h96
@g45h96 9 ай бұрын
Super informative video. And it's awesome that your explanations lay outside of the specific engine you're working in. Also you're one letter away from being a nipple, js.
@ThatPawikBoy
@ThatPawikBoy Жыл бұрын
I love you Sir, thank you so much.
@hmidi
@hmidi Жыл бұрын
enjoyable to see and learning stuff as well .. Good Busy (as we say in dutch)
@DexFlex_YT-
@DexFlex_YT- 8 ай бұрын
you could also use the terrain displacement map for grass yellowness cuz all the water goes down from the hills, so lower=green higher=yellow
@bunksoup8137
@bunksoup8137 Жыл бұрын
My favourite part is the wire plugged into a wireless mic.
@Acerola_t
@Acerola_t Жыл бұрын
It's unfortunately not wireless it's a samson q2u
@yuukil5522
@yuukil5522 Жыл бұрын
Your channel is like the brutal moose of video game design like same humor and same quality
@Gilesone1989
@Gilesone1989 Жыл бұрын
Interesting video to understand what's going on behind the scene
@bluebaby30
@bluebaby30 Жыл бұрын
Great video, P3 music was the cherry on top
@ktz1185
@ktz1185 Жыл бұрын
2:01 "In order to render grass, you need grass to render" fucking love it
@alice20001
@alice20001 Жыл бұрын
Yay! I'm the one from the future. Also, that's the swaggiest way to intro a video. LovedIt!
@AB-td5oo
@AB-td5oo 10 ай бұрын
i have been searching for this video for a year now... finally found it
@KnifeChampion
@KnifeChampion 9 ай бұрын
I am indeed watching this in the future! how did he know?!? :O
@centur
@centur Жыл бұрын
good vid, subbed
@Tenetri
@Tenetri Жыл бұрын
cool vid dude, keep it up!
@Denester31
@Denester31 2 жыл бұрын
This is a great tutorial! You gained new sub. How you achieve GPU instancing for grass?
@Acerola_t
@Acerola_t 2 жыл бұрын
Thanks! If you're interested in doing GPU instancing with Unity, check out these functions: docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstanced.html docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html
@emiel333
@emiel333 Жыл бұрын
Awesome. ❤. I’ve subscribed
@billzoaiken
@billzoaiken Жыл бұрын
Comment for the YT algorithm and to say thanks for the great content!
@DavidRutten
@DavidRutten Жыл бұрын
That arrow with the fake alpha cracks me up every time.
@bluebukkitdev8069
@bluebukkitdev8069 Жыл бұрын
So I've been looking for someone who is competent with graphics programming and is happy to explain in detail for some time now. Everyone on YT right now either doesn't go into detail, or uses too much technical jargon, or is outdated by at least 6 years. This was a good find. Have a free sub.
@EpicDragonfly
@EpicDragonfly Жыл бұрын
amazing video!!
Modern Foliage Rendering
11:02
Acerola
Рет қаралды 132 М.
When Your Game Is Bad But Your Optimisation Is Genius
8:52
Vercidium
Рет қаралды 1,3 МЛН
Маленькая и средняя фанта
00:56
Multi DO Smile Russian
Рет қаралды 3,8 МЛН
ХОТЯ БЫ КИНОДА 2 - официальный фильм
1:35:34
ХОТЯ БЫ В КИНО
Рет қаралды 1 МЛН
How Games Fake Water
22:52
Acerola
Рет қаралды 183 М.
How Are Games Rendering Fur?
28:51
Acerola
Рет қаралды 405 М.
Giving Personality to Procedural Animations using Math
15:30
t3ssel8r
Рет қаралды 2,4 МЛН
Fixing The Graphics Of Pokemon Legends: Arceus
10:17
Acerola
Рет қаралды 214 М.
I Tried Sorting Pixels
18:03
Acerola
Рет қаралды 850 М.
How do Major Video Games Render Grass?
9:33
SimonDev
Рет қаралды 338 М.
When Optimisations Work, But for the Wrong Reasons
22:19
SimonDev
Рет қаралды 770 М.
What's The Deal With Depth Of Field
14:36
Acerola
Рет қаралды 110 М.
Six Grass Rendering Techniques in Unity
24:10
Daniel Ilett
Рет қаралды 44 М.
Adding This One Thing Made my Game Look 327% Better
6:11
OverPhil Dev
Рет қаралды 81 М.
Радиоприемник из фольги, стаканчика и светодиода с батарейкой?
1:00
M4 iPad Pro Impressions: Well This is Awkward
12:51
Marques Brownlee
Рет қаралды 6 МЛН
phone charge game #viral #tranding #new #reels
0:18
YODHA GAMING RAAS
Рет қаралды 12 МЛН
СЛОМАЛСЯ ПК ЗА 2000$🤬
0:59
Корнеич
Рет қаралды 2,5 МЛН