how games create limitless detail WITHOUT polygons

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Stylized Station

Stylized Station

Күн бұрын

Пікірлер: 419
@StylizedStation
@StylizedStation Жыл бұрын
📽Watch the next episode: patreon.com/stylizedstation
@ADRENELINEDUDE
@ADRENELINEDUDE Жыл бұрын
Bwahahaha no, absolutely not.
@halblo2236
@halblo2236 Жыл бұрын
no
@StarOnCheek
@StarOnCheek Жыл бұрын
For those who are curious: To get footsteps you pretty much need to draw to your displacement texture at runtime
@StylizedStation
@StylizedStation Жыл бұрын
⚠️KZbin DELETE THIS COMMENT⚠️
@neintonine
@neintonine Жыл бұрын
pretty much yeah. I think the harder part is actually finding out, if you should displace it. (doing collision, etc)
@berghwilliam
@berghwilliam Жыл бұрын
@@neintonine This could be done fairly easily by running a texture where a min/max of the depth buffer from a second camera is applied each frame. The second camera would be placed under the world pointed upwards and only render the collidable objects and the snow layer, a neat little trick for you :)
@Styrac
@Styrac Жыл бұрын
Martin Donald has a really great tutorial on doing this in Godot: kzbin.info/www/bejne/eInSamp-app4nqM
@neintonine
@neintonine Жыл бұрын
​@@berghwilliam Oh... that is actually very smart. Tho I kinda dislike having to render multiple cameras, for performance reason. You can probably get some more frames, by decreasing the render texture of the snow buffer. But great idea. Edit: Just had an idea, how about instead of using a different camera, you first render everything except the snow (with your normal camera) and then the snow in a second pass. Now you can use the two depth textures for the min/max.
@davidenorbedo5555
@davidenorbedo5555 Жыл бұрын
Bro knows perfectly his audience
@chimklee
@chimklee Жыл бұрын
ikr
@Discoh
@Discoh Жыл бұрын
galaxy brain thumbnail design
@SkyrimVictor
@SkyrimVictor Жыл бұрын
yoda
@MikeDyson3k
@MikeDyson3k Жыл бұрын
@@Discohdont underestimate the power of a leather vest.
@dejectedfrogcat2840
@dejectedfrogcat2840 Жыл бұрын
Sophisticated intelligent gentlemen with exquisite taste in arts and designs? Indeed.
@christophernoneya4635
@christophernoneya4635 Жыл бұрын
Im a big fan of cubemaps which are able to fake entire rooms/environments. This is most commonly used in reflections but we also see them used in games like spiderman where you can peer into rooms in buildings
@quicktechtips42069
@quicktechtips42069 Жыл бұрын
I think those are using parallax mapping. With parallax mapping techniques you can essentially create the look a actual geometry without there being geometry there.
@christophernoneya4635
@christophernoneya4635 Жыл бұрын
From my understanding parallax mapping is just a heightmap, cube maps is a shader that allows you to render the interior of a box based on perspective made out of a texture for each wall without needing an actual cube mesh.
@PauLtus_B
@PauLtus_B Жыл бұрын
​@@quicktechtips42069It's a different process. Cubemaps are like a skybox, but you can use them on a different scale even though the depeh may not be completely accurate. Parallax textures effectively squash and stretch specific parts of a texture to simulate depth.
@nofabe
@nofabe Жыл бұрын
Parallax mapping doesn't necessarily need to be a height map, while things like bumpmaps for bullets holes can be parallaxed to make them appear to have depth, you can also use parallax for things like red dots to make them appear far in front of a gun like with a real red dot, without heightmaps, although some distortion math's, and likewise I think you could do the same to turn a room pseudo 3D like in Spiderman - it's all different techniques/math but it's all parallax mapping
@christophernoneya4635
@christophernoneya4635 Жыл бұрын
@@nofabe parallax mapping and height mapping as far as I can find are synonyms for the same technology.
@SwiftOmega
@SwiftOmega Жыл бұрын
I've been working with these texture maps since learning Blender and this is the first video that actually explains wtf they are more than a vague understanding. Thanks!
@ChillieGaming
@ChillieGaming Жыл бұрын
so you are telling me that you have been working with texture maps in blender and still didnt knew what they were for?
@TheLofren
@TheLofren Жыл бұрын
Lol watch more tutorials then
@jenkathefridge3933
@jenkathefridge3933 Жыл бұрын
You can create texture maps I didn't know that
@ChillieGaming
@ChillieGaming Жыл бұрын
@@jenkathefridge3933 tf u mean bro
@jenkathefridge3933
@jenkathefridge3933 Жыл бұрын
@@ChillieGaming I didn't know you can create texture maps in blender
@Omnipotentous
@Omnipotentous Жыл бұрын
I remember reading in a magazine from forever ago that Doom 3 used bump maps, because at the time, normal maps hadn't been invented yet. The author of the gaming magazine went into detail explaining what a bump map was, too. He could have been wrong, but the idea of using bump maps in a production game instead of normal maps felt wild to me in college.
@Omnipotentous
@Omnipotentous Жыл бұрын
@@rustyclark2356 I'm pretty confident it was, as the article described the technology, a greyscale bump map. When I got to college later and asked "why are we using these purple bump maps?", when I expected greyscale, it turned a lot of heads.
@superslash7254
@superslash7254 Жыл бұрын
Doom 3 had full normal maps. Bump mapping had been around so long it'd been hacked into quake and half-life along with detail textures. That's also why doom3 and quake4 were so easily modified to support parallax occlusion mapping.
@tabithal2977
@tabithal2977 Жыл бұрын
i like how the most rewatched part of the video is at 2:50 where it zooms onto Yelan's "leather jacket" i think part of it is the obvious reason why, but I also think the other part is trying to find this "detailed stitching on a character's leather jacket" because uh that's not where Yelan's jacket is.
@JanMarkEstigoy
@JanMarkEstigoy 9 ай бұрын
Why is this comment not getting enough attention😂😂 btw:actually why he knows he's community💀
@Cxntrxl
@Cxntrxl Жыл бұрын
"normal maps are the most popular texture maps" Albedo:
@superlionrw
@superlionrw Жыл бұрын
NEVER let the thumbnail artist cook ever again
@SunnyKimDev
@SunnyKimDev Жыл бұрын
0:46 "picture your favorite game character" me thinking about Kirby:
@JanMarkEstigoy
@JanMarkEstigoy 9 ай бұрын
PFFFFTT BUHHAHAHAHA😂😂😂😂!!!
@pedrobeckup456
@pedrobeckup456 7 ай бұрын
Me thinking about box boy:
@CYXXYC
@CYXXYC Жыл бұрын
2:51 Stylized Station's excuse to stare at anime tiddy
@Magnogen
@Magnogen Жыл бұрын
Accurate
@サリエリ-q5g
@サリエリ-q5g Жыл бұрын
I mean yeah. As far as I know genshin doesn't even use bump mapping and stuff, it's just some textures
@TheDorianTube
@TheDorianTube Жыл бұрын
''AAhAhaAh I would never leave you on a normal cliffhanger like the others that make you wait the next video.. ...I'll just put it behind a paywall'' bruh lol
@mooncatcher_
@mooncatcher_ Жыл бұрын
There is also occlusion mapping that you didn't mention at all. Combined with normal maps it creates 3d like effects from all angles while remaining to be just a texture. In fact, I was hoping you will cover it in this video, since there isn't enough people giving an intuitive explanation of it.
@StylizedStation
@StylizedStation Жыл бұрын
Real SS chads know I already made a full video on that
@Tsunami14
@Tsunami14 Жыл бұрын
THANK YOU!! I couldn't remember what it was called, but I remember there being another type of mapping which does similar displacement calculations, but restricts it to the bounds of the existing polygons. IMHO, it"s a crime not to at least mention parralax occlusion mapping, even if it's just to say "check out my other video".
@wifsk484
@wifsk484 Жыл бұрын
@@StylizedStation oof, way to call mans out lmao
@Cubicflow
@Cubicflow Жыл бұрын
@@StylizedStation Yes well, this could be the first video the commenter is seeing from you
@png.thomaz
@png.thomaz Жыл бұрын
Man, I find your channel recently and I immediatly became a fan of your work! I was crafting character, but after watch your content and learn some stuff while i was studying i've decided to explore environment art and i'm fascinated. Anyway, thanks bro! Amazing work
@ryanjaymorata4345
@ryanjaymorata4345 Жыл бұрын
Dude sounds like Ryan Reynolds, bitten by radioactive sharpie
@Fingle
@Fingle Жыл бұрын
So glad you found your audience! Happy to see you finally doing consistent numbers. The sad truth is, super niche technical tutorials don’t do the best for n KZbin. This is a far better format.
@FuryAnimation
@FuryAnimation Жыл бұрын
A word about bump map and normal map. Bump map doesn't necessarily result in worse looking lighting than normal map. The thing about bump map (sometimes heightmap) is that it stores surface height information, but to calculate lighting we need information about surface direction (which is what is stored in normal maps). If we use bump map, the information about direction can be calculated from bump map at runtime (which is expensive), or it can be precalculated into a normal map automatically. Usually it's more common to just use an already prepared normal map for lightning, since all you need in that case is surface direction. But it is worth mentioning that, while normal map is simpler and sometimes faster, the information about surface height is lost. It is relatively easy to calculate surface direction from heightmap, but there is no easy way to revert this process.
@UKGeezer
@UKGeezer Жыл бұрын
Indeed, I did this with DTED terrain files that contain nothing but elevation data - essentially they are just height maps. It was fairly easy to compute the surface normals from the elevation data alone, and I then used this information and a programmable a light source vector to generate a 3D looking texture of the terrain. It's very effective, but probably not something you would want to do in real time.
@JanMarkEstigoy
@JanMarkEstigoy 9 ай бұрын
Me scrolling through Comments: Looks at comment: Me:man I'm not reading this shiz this guy writed a hole esay☠
@Sewf184
@Sewf184 Жыл бұрын
Technical Correction at 0:56: While your words describe bump maps very well here there is actually the effect of a displacement map shown on screen. These are also 'just textures' that create depth, they do shift where the polygons are drawn and create 'real detail'. You can tell by the edges of the surface not being flat anymore but showing the bumps of the rocks. A normal or bump map would show some of the surface detail in the surface of the plane but would still come to a flat edge on the sides of the plane. - Source: I work in the field Sorry for being pedantic. I like the video!
@WD_RatLad
@WD_RatLad Жыл бұрын
0:46 Thank you. I am now cursed with the thought of Luigi with realistic skin.
@DurgisFlak
@DurgisFlak Жыл бұрын
My random game art question is: there are lots of videos talking about the best looking wild grass in video games, but has anyone achieved the perfect looking lawn in a video game?
@eddiebreeg3885
@eddiebreeg3885 Жыл бұрын
Very informative, but I still feel like I have to add some information. Textures aren't magic, they don't allow you to add "limitless detail" simply because they're bound by the exact same limitation as 3D models: resolution. Your GPU is going to sample these textures for every pixel on the screen, even when said pixel falls in between the pixels of the actual texture, that's called interpolation. There are smart ways to interpolate, but at the end of the day you'll still run into issues if your textures are too small, or if you're looking at the object from too close. That means that if you're texturing a building for example, although you won't have to overload your model with millions and millions of polygons, you WILL need big textures to accurately cover the entire surface. In fact, these textures are often generated using higher resolution versions of the same mesh, through a process called texture baking. All of this to say: you're trading an issue for another. Yes, bump/normal maps reduce the computation time, but they take disk space and, perhaps more importantly, VRAM when the game is running. So if your GPU doesn't have a lot of memory, or if it is too slow for example due to a small communication bus, you will still experience performance issues.
@gneuis
@gneuis Жыл бұрын
bro used a lure 💀💀💀💀
@ImTheWarlock64
@ImTheWarlock64 Жыл бұрын
The best thing is that you can make those normal maps among other maps from a simple single diffuse texture and make your work look much more professional.
@giantjoe202
@giantjoe202 Жыл бұрын
Doom 3 wasn't the first game to use normal maps, bump maps and even tesselation : all of those were used in the first Outcast back in the end of the nineties, i think. Only at that time it was rendered in a voxel engine because there was no other way to produce those kind of graphics at that time. The result is very "low res" voxels but it looked great !
@GraveUypo
@GraveUypo Жыл бұрын
outcast doesn't use bump maps nor specular maps (which somehow everyone fails to mention and is half of the reason doom 3 looks the way it does). doom3 wasn't the first to use them, but it was the first to use them EVERYWHERE. stencil shadows too was one of its main party tricks. all those ground-breaking techniques being used in real time in a game came with a price though. doom3 has a lower raw poly count per scene than quake 3 even though it came out 5 years later.
@TheSamathan
@TheSamathan Жыл бұрын
Okay, Thomas is going insane…
@Gurem
@Gurem Жыл бұрын
That thumbnail is fire, the ending is sad.
@knvssthefirst
@knvssthefirst Жыл бұрын
0:07 Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.Crazy? I was crazy once. They locked me in a room. A RUBBER room. A rubber room with rats. And rats make me crazy.
@monody
@monody Жыл бұрын
Secret Service: Security Breach was technically the first title that used normal maps. Also the first for stencil shadows, specular lighting, and per-pixel shading.
@iamtonk8069
@iamtonk8069 Жыл бұрын
i may have clicked on this video for an ulterior motive
@fmproductions913
@fmproductions913 Жыл бұрын
Another great episode! For storing normal information in textures, I've seen a neat trick - when assuming normalized directions (a Vector with the length of 1) you only need to store 2 position coordinate values of the direction and can reconstruct the last position value from the information you have, in realtime on the gpu. It's a slight performance tradeoff though: for example reconstructing the z portion if x and y are given, with the requirement of x²+y²+z² = vectorLength² (Pythagoras theorem for 3D) can be reformulated to z = sqrt(vectorLength² - x² - y²) and further to z = 1 - sqrt(x² + y²)
@Ethan-yd4gn
@Ethan-yd4gn Жыл бұрын
I hate when im clickbaited into something i actually find interesting
@Buphido
@Buphido Жыл бұрын
I remember the graphics and simulation module I took for my major in computer science. We were to code our own animation from scratch using OpenGL in C++. But because I had no idea how to create models and didn’t want the jank of amateurish model movements, I calculated everything implicitly. Meaning the only "model" I had was a flat plane going from the top left to the bottom right of the screen, which I used as a canvas to draw my implicitly calculated environment on. And, what can I say, the details were perfect no matter how far you zoomed in. The fragment shader was a pain to debug though.
@kittyfrost2121
@kittyfrost2121 Жыл бұрын
I absolutely love your editing hahah, Thanks for this informational and entertaining video!
@IPutFishInAWashingMachine
@IPutFishInAWashingMachine Жыл бұрын
Bro knew exactly what he was doing💀💀💀
@NoiseDay
@NoiseDay Жыл бұрын
Video game artists are actual magicians.
@StylizedStation
@StylizedStation Жыл бұрын
Illusions Michael, they're illusions
@simonzhang3D
@simonzhang3D Жыл бұрын
honestly i am more impressed by the devs to figure that shit out and then implement it. This stuff is sooo old by now but we still use it so much. Imagine no normal maps..... holy shit
@nikz000
@nikz000 Жыл бұрын
That bit with sones “it’s just a texture” in bump AND displacement too
@TheUnfriedFish
@TheUnfriedFish Жыл бұрын
Bro knew what he was doing with the thumbnail. 💀
@ForestFloorBones
@ForestFloorBones Жыл бұрын
I love that frog statue in the ad segment thingy
@Wilfoe
@Wilfoe 11 ай бұрын
I've been wondering about this for so long! Good to know!
@dahahaka
@dahahaka Жыл бұрын
You know exactly what you did with that thumbnail
@Iconic180
@Iconic180 Жыл бұрын
neurons activated after seeing the thumbnail.
@Nexowl
@Nexowl 10 ай бұрын
I really like the detail of those two spheres in your thumbnail.
@FENYX_8569
@FENYX_8569 Жыл бұрын
as an artist i really want to give my art life by turning it into a game but cause of my potato laptop i cant do much so i watch videos like these to hopefully learn alot so when i finally can afford a pc i would be able to make my own game and this video helps alot and im subscribing
@GabrielDalposso
@GabrielDalposso Жыл бұрын
"Unhinged" is a good name for this video, yes.
@CShep99
@CShep99 Жыл бұрын
now there's a new thing called "parallax mapping" which is like a fusion of normal maps and displacement maps. it fakes displacement by shifting the pixels instead of the geometry. all benefits of displacement maps with the processing requirements of normal maps. pretty wild stuff.
@Lucas_Lentini
@Lucas_Lentini Жыл бұрын
first time here and I already love you man, funny as hell when it needs to be,. thank you, resume this topic more efficient than my animation school :D
@outcast4087
@outcast4087 Жыл бұрын
So that's how texture is applied. Brilliant.
@Einzeilhandery
@Einzeilhandery Жыл бұрын
no matter how advanced our tech gets, and then you trace back to doom
@LibraryofFett
@LibraryofFett Жыл бұрын
Doom might as well have created earth, we just don’t know it yet.
@awesomekrisna3324
@awesomekrisna3324 Жыл бұрын
i only clicked on this video because i found it funny that Purah was in the thumbnail gotta respect the hustle
@cpunto
@cpunto Жыл бұрын
I thought this was going to be a Spiderman apartment building window room video
@WhelmedCupCake
@WhelmedCupCake Жыл бұрын
whos the artist of purah in the thumbnail??
@epsypolym
@epsypolym Жыл бұрын
mr. limitless detail when vram limitations walk in
@puddingsimon2626
@puddingsimon2626 Жыл бұрын
Parallax was the best thing to come to Skyrim ever, I never knew I needed it, and with almost no performance cost
@tachrayonic2982
@tachrayonic2982 Жыл бұрын
The difference between Bump maps vs Normal maps is really interesting. Bump maps are more user-readable, allow you to compare the heights of any two points across the map (useful for casting shadows), can easily be reused as a displacment map, and use a third of the data compared to a normal map. Meanwhile, Normal maps are quicker for a computer to interpret, as they store the raw data of "Which direction is this surface pointing" for diffuse/reflection calculations. They also don't have to make sense, you can use a normal map to describe impossible geometry that can't be described with a bump map. (Eg, a ramp that slopes downwards in a circle indefinitely)
@s4shrish
@s4shrish Жыл бұрын
For anyone interested, the plane at 0:57 is actually Displacement Mapped.
@Shrekalyze
@Shrekalyze Жыл бұрын
I love the font you're using!
@Magnogen
@Magnogen Жыл бұрын
Me, hoping you'll go into raymarching and fractals: Aww Me, sees anime girl: Oooo
@hystericalpeanut2844
@hystericalpeanut2844 Жыл бұрын
Shoutout to Genshin Impact
@jeremyanderson6395
@jeremyanderson6395 Жыл бұрын
That was hands down the best patreon plug I have ever seen and I am so in for it. See you over on patreon.
@bowenjudd1028
@bowenjudd1028 Жыл бұрын
So, Yelan is actually flatter than the earth?
@diovalo-bs3821
@diovalo-bs3821 Жыл бұрын
I see Purah, I click. Im a simple man.
@shreyasjain1808
@shreyasjain1808 Жыл бұрын
cant wait sir.....really excited for the next eps
@PlayBlooket
@PlayBlooket Жыл бұрын
blud knew what he was doing with this thumbnail
@courirnorte8137
@courirnorte8137 Жыл бұрын
what about parallax textures? isnt that somewhere in between normal maps and displacement maps?
@alyasVictorio
@alyasVictorio Жыл бұрын
Woah! That was so great. I'll take that as a note for my future indie game development. Anyway, is Unreal Engine 5's Nanite already specialized in displacement mapping or not? Just curious due to Nanite's potential.
@KGBos
@KGBos Жыл бұрын
Your humor is my kind of humor.
@tenuksdnbhd
@tenuksdnbhd Жыл бұрын
idk if this is related to the video or not but just want to say that Genshin Impact replaces objects such as trees with 2d images that rotate based on your position. only when you get close enough it will be swapped with actual 3d objects. you could try it out in Veluriyam Mirage right now. jump down and glide from the floating land above the map (the one used to climb up to the spinning wheel), and observe trees and other objects below you as you rotate your camera
@pig_master101
@pig_master101 Жыл бұрын
They stole that from botw
@agreeable_frog
@agreeable_frog Жыл бұрын
@@pig_master101 And they "stole" if from minecraft (potion effects), who "stole" if from doom(almost everything)
@icantdecideahandle
@icantdecideahandle Жыл бұрын
@@pig_master101 it's almost like innovation doesn't exist
@pig_master101
@pig_master101 Жыл бұрын
I said that because genshin impact is a botw clone with anime girls
@icantdecideahandle
@icantdecideahandle Жыл бұрын
@@pig_master101 so you played genshin before or no?
@Meliodas_243
@Meliodas_243 Жыл бұрын
2:51 - Perfection.. ehh i mean.. nice details!
@thrustfrombehind9869
@thrustfrombehind9869 Жыл бұрын
Yes, which is why whenver I look at a highly detailed model with friends (especially for VR models used for VR) I would always exclaime "Wow look at those normal maps!" to them.
@slime_camp
@slime_camp Жыл бұрын
absolutely unhinged (complimentary)
@Pichuscute
@Pichuscute 9 ай бұрын
@1:32 What's this clip from? I'd really like to know how to get grass that looks like this, since it's pretty damn convincing looking.
@sockthesock
@sockthesock Жыл бұрын
bro got us hooked with that thumbnail 🥶🥶🥶🥶🥶🥶
@BreadButAverage
@BreadButAverage Жыл бұрын
Came for the tumbnail, stayed for the content
@walkersk8855
@walkersk8855 Жыл бұрын
Crazy? i was crazy once.
@johntnguyen1976
@johntnguyen1976 Жыл бұрын
"who the f*** was that guy" 🤣
@ladisloved
@ladisloved Жыл бұрын
They put all of the limitless polygons in right places to distract you.
@Aztcc
@Aztcc Жыл бұрын
for those who say "nuh uh" just take a look at the ace combat dog that is literally a dog png
@Sekhmmett
@Sekhmmett Жыл бұрын
Limitless... Well... [censored]
@elsyeealtsyee
@elsyeealtsyee Жыл бұрын
who made the purah thumbnail art?
@FrozenInIce
@FrozenInIce Жыл бұрын
Giants: Citizen Kabuto was the first one apparently to use normal maps in a game.
@it4040
@it4040 Жыл бұрын
I feel like I've seen this video on your channel at least 3 more times
@JM-Games
@JM-Games Жыл бұрын
Yeah it's the same stuff with a different title, or he'll split every version of a texture map in its own separate video and expect you to search through his videos hoping to find the others, not a fan of SS these days.
@it4040
@it4040 Жыл бұрын
@@JM-Games Glad Im not the only one thinking this.
@Игорь-з8м2я
@Игорь-з8м2я Жыл бұрын
"Infinite detail" sounds like something Todd Howard said
@yumri4
@yumri4 Жыл бұрын
so using roughness and normal maps is how as displacement will have to have enough polygons there to begin with for it to work thus requiring more polygons to work.
@alenietouh4789
@alenietouh4789 Жыл бұрын
Best thumbnail ever made
@Hdcrafter_lp
@Hdcrafter_lp Жыл бұрын
i love ambiant occlusion
@amogussussy.4134
@amogussussy.4134 Жыл бұрын
Bro reeled us in with Purah
@fincampbell
@fincampbell Жыл бұрын
Completely unhinged. Wonderfully informative.
@sakurajin_noa
@sakurajin_noa Жыл бұрын
I don't know much about displacement maps in 3D but aren't they super efficient in 2D games. I mean they were used in retro consoles for really advanced effects without using much performance.
@GugureSux
@GugureSux Жыл бұрын
No. What the fuck are you talking about?
@techshmitsofficial4659
@techshmitsofficial4659 Жыл бұрын
clicked for purah stayed for the info
@JolanXBL
@JolanXBL Жыл бұрын
patreons and courses, it takes so much money to learn that you'll never be good enough; then you're in dept.
@romanshorif2330
@romanshorif2330 Жыл бұрын
A very interesting detail indeed
@ven7165
@ven7165 Жыл бұрын
before i watch the video is it that thing where there's an image or texture and the game somehow makes that texture looks 3d and stick out? but when you actually take a close look at it it's just a flat image
@erikjohnson9112
@erikjohnson9112 Жыл бұрын
This is still all polygons. You can create more objects without adding more polygons if you do everything in fragment shaders, but there are usually at least 2 polygons to create a surface for those fragment shaders to draw pixels. Infinite detail is a lot of detail by the way, it is more detail the universe around us. We know detail is limited in at least one direct (the micro scale has a quantum limit, essentially universal precision).
@jeff_-
@jeff_- Жыл бұрын
thumbnail: has arrow pointing a intresting thingys me trying t o avoid i
@DanielLCarrier
@DanielLCarrier Жыл бұрын
"What if I told you that there's a way games add infinite detail without using a single polygon." You'd still need a polygon to put the bump map on. Though if you're really crazy, you could raytrace and not bother with polygons.
@mrjamfrog3286
@mrjamfrog3286 Жыл бұрын
Clicked for purah, left without polygons
@flameofthephoenix8395
@flameofthephoenix8395 Жыл бұрын
So, as is displacement mapping any better than just warping the geometry straight up?
@waberoid
@waberoid Жыл бұрын
I love bump/normals. Though when I explain to people in something like VRChat, no one understands and they make models with 200k - 1million polys. But that's what happens when you don't research how to have high detail with low poly meshes or werent taught it and figured it's the only way. Like I told a friend the other day what a normal map is and what it does and they just say "I have no idea what you are talking about so I'm just pretend I know."
@OsmerMavok
@OsmerMavok Жыл бұрын
I've never been so thankful for leather jackets before.
@Sihbus
@Sihbus Жыл бұрын
to be fair the first game with normal maps was "Giants: Citizen Kabuto" not 'Doom 3'. And the first console with dedicated normal map support was the Dreamcast. which then Microsoft brought the same tech to DirectX and later the XBox. So 1- only DC, Xbox and PC (with a supported GPU shader model) had normal map support and 2- while Doom 3 released a couple of months earlier, Halo was already experimenting with dreamcast's normal map tech on the PC end and later fully utilized it on Halo 2, which released 2 months later than Doom. which could arguably mean that it was first developed by bungie. they even pitched that to Steve Jobs on the halo 1 tech demo
@Pan_Highlighter
@Pan_Highlighter Жыл бұрын
The thumbnail really spoke to me…
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