The terrain code + demos are available here: patreon.com/vercidium If you have any technical / game engine questions, ask them here!
@monkeyhorizon Жыл бұрын
Curious you said you're making a game engine, is it Open Source? Any chance I could get my stinking paws on it? I'd like to contribute if possible. If not, curious about what type of research you did beforehand, maybe see if you had any useful references for making an engine. It's something I'd like to give a try after my first game.
@Prodby.Mvl7R Жыл бұрын
What LIBs/Tools do you use in game engine development?? I'm trying to dive deep and make developing Game Engines my entire focus in life, but I'm uncertain where to start, so I just been teaching myself Higher Maths while I try to find a starting point 😥
@JustAPersonalUseBarb Жыл бұрын
What do you use to make your videos? Is it Manim?
@Vercidium Жыл бұрын
@@monkeyhorizon hey it’s not open source currently but I have a few blog posts up and a GitHub account with accompanying code (it’s super old though) I plan to open source parts of the engine (terrain, vegetation lazy multithreading, particle engine, voxel destruction, skeletal animation, networking, importing models, UI, postprocessing, etc) and make videos + blogs about them I created this engine mostly through trial and error and a lot of time haha, unfortunately other engines are very closed-off, or only have vague talks and presentations about them. learnopengl.com taught me nearly everything I know about OpenGL, and my goal is for these videos to cover all the other aspects of creating a game engine
@Vercidium Жыл бұрын
@@Prodby.Mvl7R all of the code is custom, but if I were to start again I would use Silk .NET as it handles all the boring stuff for you (window creation, keyboard and mouse input, OpenGL setup), so you can focus on the cool 3D rendering side of things My maths knowledge and skills is terrible, I’ve made it a surprisingly long way without fully understanding how quaternions, matrices and lines/vectors work! I recommend jumping in and starting experimenting with 3D rendering with OpenGL. learnopengl.com taught me so much and was a great starting point
@muggzzzzz Жыл бұрын
As someone wise said once upon a time, "The real programming starts when you run out of memory".
@Vercidium Жыл бұрын
That is a great quote
@cadcad-jm3pf Жыл бұрын
This is actually true in my experience
@MyMattinthehat Жыл бұрын
So true. Sql to c++
@monad_tcp Жыл бұрын
@@Vercidiumit is , Imagine if JS had a hard limit of 2MB of RAM per page. Then maybe it would be real programming and would stop being a toy.
@Comeyd Жыл бұрын
…that’s pretty much the reason why I deliberately target the Raspberry Pi 3 for development. If it runs well on that, it will run very well almost anywhere.
@Poly_Knight Жыл бұрын
Didn't realize how deep you can get with optimizing your environments, I've always kept a consistent LOD with my environments without realizing how much memory i was wasting. Thanks for the video it was very informative!
@Vercidium Жыл бұрын
My mission is to reduce memory usage across the globe, so I'm glad this was helpful!
@perhapsyes2493 Жыл бұрын
@@Vercidium Considering the choices the GPU vendors are making concerning the amount of memory on their cards, that's a great mission to have in life! :p Will help reduce the need for these extremely expensive cards, which I think would be a good thing. Now that I think of it, kind of a environmentally friendly thing too!
@Vercidium Жыл бұрын
@@perhapsyes2493 yep it’s very easy to forget about all the gamers that use older hardware, not everyone has the latest tech. Lower specs means the game is more accessible too, it’s a win win
@antman7673 Жыл бұрын
@@Vercidium That is also a deed in the mission of climate change. Unoptimised games are like gas guzzling cars. Use a lot of energy without getting anywhere.
@FusionHyperion Жыл бұрын
@@Vercidium You should tell people to stop using JS then I guess lol
@Bananenbauer123 Жыл бұрын
This is some incredible production value. Very nice visuals to go alongside your explanations!
@Vercidium Жыл бұрын
Thank you! I spent a bit too long on these animations so I’m glad they help
@koool56 Жыл бұрын
This is insane, amazing quality video, thank you
@TobiasHJohansen Жыл бұрын
@@Vercidium I don't think you did. I feel like the engagement regarding the animations just brought the video to my recommended. Thanks!
@Music-nn9mi Жыл бұрын
@@Vercidium The work you did on the animations is by no means wasted. They were very aesthetically pleasing and helped the presentation of the video immensely. Amazing job on this video!
@yurilopes420 Жыл бұрын
coding version of 3Blue1Brown
@Anduardus Жыл бұрын
optimization enables the potential of modern tech, if we optimize badly it's like optimizing well on worse tech. So this is really damn important.
@Epic501 Жыл бұрын
Exactly, leaning on raw compute power as a crutch is anti-innovative
@XeZrunner Жыл бұрын
If we had to graph it out: it seems as though hardware is rising, but software is becoming a straight line (or worse, declining) in performance and efficiency. Optimization can bring a whole lot more out of modern computers, and we don't even have to do unrealistic amounts of it to get much better results.
@user-mn8lz7gf6d Жыл бұрын
@@XeZrunner software is absolutely declining.
@MaskedDeath_ Жыл бұрын
Yeah. I think it's a good thing that with modern tech programming is very accessible, and almost anyone can easily learn to write a working program. But the problem is that this also generates a lot of laziness in programming, since you no longer need to optimize to have your program run at all (or run well), so people just don't bother. And optimization is pretty much only done by people who personally care about it. I think that this won't stop things improving for as long as technology keeps improving. But it's holding us back at least a few years in progress.
@dynamicfield Жыл бұрын
@@XeZrunner can't agree more than that
@Rhodoran Жыл бұрын
I am not a game developer, but a video game enthusiast. Never dived behind the scenes like this and it's beautiful seeing you explain everything on how to optimize and make something run quicker. That, and the presentation and music choise were top notch! Thanks for this entertaining video!
@stillww Жыл бұрын
As an alternative to pitch/yaw for compressing normals, you can also use GL_INT_2_10_10_10_REV which also lets you store the 3 vector components in 4 bytes at a lower precision.
@Vercidium Жыл бұрын
That's a great alternative and avoids using sin and cos in the vertex shader
@aidanm5578 Жыл бұрын
@@Vercidium What sort of percentage increase in FPS would you presume to see from rewriting that portion?
@Vercidium Жыл бұрын
@@aidanm5578 it depends if the vertex shader is the bottleneck. If it isn’t, the FPS won’t change at all, but if it is maybe 5% faster? I can’t imagine the sin and cos being that expensive
@aidanm5578 Жыл бұрын
@@Vercidium Fair enough. It's good to see you doing what the gaming industry seems to prioritise least. Keep it up mate, love from Perth.
@tachobrenner Жыл бұрын
@@aidanm5578 Honestly, I think those professional AAA programmers very much prioritize this because it's so basic. Their games are just so complex (especially with graphics) that they need very large teams and still lack manpower.
@ghostl337 Жыл бұрын
I feel like there should be a definitive list of optimizations devs should just go through whenever making games, I've seen some really bad optimized games from AAA devs and I wonder how it's so bad sometimes.
@Torekk Жыл бұрын
But if all games were optimized, you wouldn't buy new hardware every few months / years.
@SioxerNikita Жыл бұрын
A) Dev time. You can optimize everything to a close to infinity time. More time = less achieved... because the more optimized, the less you gain. B) You have a game to release, you focus on making... well... the game.. and the QA team is not seeing any major issues, so it is fine... This one is more down to there exists infinite amount of hardware combinations... your game will hate some of those... period...
@besknighter Жыл бұрын
@@SioxerNikita And i'll add: An unreleased game is a money black hole. The earlier you can get it out, the better (to reduce the costs of making it). But of course, too early and it'll flop, not recovering the huge sums of money already put into it in its development time. You can never know for sure how much a game will make, so you can never know for sure for how long you can keep developing it and still be worth it.
@SioxerNikita Жыл бұрын
@@besknighter Yeap
@SioxerNikita Жыл бұрын
@psst4849 There is one example of this that is real though. Crysis 2 deliberately used more polies than necessary, but that was so it ran better on nVidia cards than AMD.
@potatovonepicus Жыл бұрын
These dev videos are really high quality and interesting to watch.
@LavaCreeperPeople Жыл бұрын
yeah
@Some-q110 ай бұрын
wait.. it's all... triangles?
@vertigoz8 ай бұрын
I don't see them anymore, all I see is blonde, brunette... ;)
@Gibreelkhan8 ай бұрын
🔫 Always has been
@necroticelegy7 ай бұрын
… Always has been
@Err-G6 ай бұрын
42!
@CM998076 ай бұрын
Yeah for At least 20 years
@goldenknight1756 Жыл бұрын
I just finished my bachelors in game development this september, and I have been really losing interest in coding etc.. But watching this video reminded me of how cool i used to think it was, and I actually feel extremely motivated to get back to it, Its insane what you were able to accomplish and I cannot wait for more on this. Please keep posting blogs on this topic or anything related to it !!! I genuinely feel like I've had my eyes reopened to coding. Despite not being the best at coding nor remembering how to do things properly, I can't wait to see more and get back into the swing of things!
@LavaCreeperPeople Жыл бұрын
is college really that worth it
@802Garage Жыл бұрын
@@LavaCreeperPeople For game development? Unless you have spent years teaching yourself and developing games before reaching college age and wanting to get into the industry, absolutely. Otherwise, you are starting from scratch and you will not get a game dev job for years. Even if you teach yourself for years straight, there is a lot you will not learn without college, including how to properly work with teams and what the industry is like. I highly recommend Champlain College. They have degrees for each industry discipline and you worth together as teams of designers, programmers, artists, and producers for multiple years. It simulates an industry environment.
@anonymousperson26223 Жыл бұрын
@@LavaCreeperPeople yes for anything
@LavaCreeperPeople Жыл бұрын
@@anonymousperson26223 trade school?
@uhrguhrguhrg Жыл бұрын
@@anonymousperson26223heavily depends on the country, degree, specific college and your self study skills for example in quite a few countries you can find a job with skills and or work experience even without a college degree, in others you can't do anything without a degree then there's the issue of study discipline and motivation, I've met quite a few junior devs with a college degree that are barely able to write a solution to a fizz-buzz type problem
@SomeoneElse-fr8yu Жыл бұрын
Also, culling triangles and using sprites can help a lot. Shamus Young has a project where he could generate the texture for the terrain at full detail, then cull triangles, then when rendered, looks full detail but runs way faster. OLC demonstrates that relying on sprites, even transforming them all, can be blazingly fast with insane numbers of sprites.
@Vercidium Жыл бұрын
Absolutely, I would love to experiment with that! Is that where distant terrain and trees get converted to billboards (sprites) that always face the player?
@InDieTasten Жыл бұрын
@@Vercidium Afaik, culling is usually skipping rendering of triangles, when they are outside the camera's view cone or sometimes even when they are occluded by other non-transparent triangles. I think what @SomoneElse-fr8yu is referring to is baking details from high resolution meshes into lower resolution meshes + displacement maps. This works best on details that the player can't see at sharp angles, so mostly flat floors or walls with details such as bricks and so on. Not sure what the process of converting mesh detail into displacement maps is called though.
@mad_tic Жыл бұрын
@@Vercidium You should look at WARNO from Eugen Systems, the Iris Zoom engine does this and more when it comes to drawing the terrain and the trees ;)
@ThatWhichObserves Жыл бұрын
@@InDieTasten as a normal person... best guess is parallax mapping
@flameofthephoenix8395 Жыл бұрын
@@Vercidium Something else interesting to mess with related to bill boarding is drawing lines using sprites. It's very interesting, you can position a sprite between two points then scale it according to the length of the line between the two points, in 2d this will look terrible, but in 3d it works surprisingly well mostly because where one sprite fails another one will kick in to take its place. It's entirely possible to make a game with nothing but bill-boarded sprites and it can look very good even though it lacks the textured triangles so often used.
@jixal Жыл бұрын
As an artist who doesn't know code.....I had no idea you could reduce the data on terrain like that! Always amazes me what can be done when you reeeaallly know how to manipulate the 1's and 0's
@GRAYgauss Жыл бұрын
Might I recommend kishimisu's intro to shader art. I'm a coder, one of my favorite ways to recreate.
@SatisfiedOnion Жыл бұрын
THE NON-ANIMATED ANIMATIONS ❤
@jsmith108 Жыл бұрын
What do you mean? Can you give an example?
@chri-k Жыл бұрын
?
@SatisfiedOnion Жыл бұрын
I have a little insight into how Vercidium creates these videos. The "animations" you see in his videos are not animated in any traditional sense. They're animated using code, which I think is so cool. Vercidium isn't animating anything (in the traditional sense), it's all just code!
@qwertyencryption Жыл бұрын
@@SatisfiedOnionits called procedural animation,moving bones from code
@phir9255 Жыл бұрын
@@SatisfiedOnion Probably not everything, that intro would take 100x less time to make in something like After Effects
@goldencinder765010 ай бұрын
4:45 as someone with over 15 years in customer service and retail , lemme tell you when you say you ONLY had to talk to the man once that by far is the most true statement of the video.
@anzhel3268 Жыл бұрын
The visuals are INSANE! You really put a lot of effort into it! Good Job!
@Finding_Fortune Жыл бұрын
Wow those animations are clean. Nice stuff, this is very high quality and interesting!
@Finding_Fortune Жыл бұрын
When I first learned graphics programming, I was tricked into thinking instancing was the same as batching hah, so I'm glad you went over that. I had to rewrite all my rendering at the time 😥 Nice going over modern GL too, like multiDraw and SSBOs
@Vercidium Жыл бұрын
@@Finding_Fortune I avoided modern OpenGL for so long because I thought it would increase the specs for the game. But I realised I can check the OpenGL version, and only use newer functions if they’re supported
@zipsexe Жыл бұрын
I was astonished by the performance of Sector's edge on laptop integrated graphics Also, I've never seen such short loading times on an HDD, kinda reminiscent of old Source Games/Battlefield/Early Minecraft where It's basically just click and play Hope this gets the recognition it deserves some day
@TheSpecialJ119 ай бұрын
In a similar vein, I've been playing well optimized old games on newer hardware, and the experience is glorious. It can actually be a little annoying, because now I don't get to read the cool load screens anymore.
@dethswurl117 Жыл бұрын
I am so happy I clicked on this video Awesome, high quality and thoughtful content. 100% subscribing, thank you!
@Vercidium Жыл бұрын
That means so much, thank you! I hope it’s useful for your games
@titaniumweasel46711 ай бұрын
my god. im a gamer of 30 years watching this and i KNOW, because i remember seeing this from inside games, how poeple were making the same mistakes over and over again. THANKYOU for sharing this, all the indy guys and the AAA studios too should see this, imagine if you could 4x or even just double the fps in any AAA title today?? you could double the sales
@Klipik12 Жыл бұрын
I feel like the freshman who accidentally walked into a 300 level graphics class.
@wrathofainz2 ай бұрын
I use batching in real life at my job. I put stickers onto boxes. How it works is as follows: A pallet of boxes arrives. Someone puts those boxes onto the table and opens them up so we can get at the smaller boxes inside, then they push it toward me (and several other people also applying stickers) Sometimes each box (opened by the previous person) contains six smaller boxes which need stickers on them. Strategy 1 (slow): - apply stickers to all boxes within a container box - close that box - push that box forward to the tape machine to be closed Batching (faster): - apply stickers to all boxes within several container boxes (let's say 3) - close all 3 boxes - push all 3 boxes forward Batching has the potential to make me a bottleneck depending on circumstances and isn't always the best, but if I'm working alone it's much faster (especially if the stickers are weird and need an extra step to apply them, like folding them over the side of a box because they're too big, one can apply many then fold them all in a batch)
@DetectivePoofPoof Жыл бұрын
Damn! That was an insane amount of quality in both the visuals AND explanation!
@Pikminiman Жыл бұрын
This video is absurdly well made.
@EliteSparklz Жыл бұрын
Insanely high quality and easy to digest, this video made me subscribe. I don't code to this level but love to see optimizations done. Well done!
@DuskfoxOfficial Жыл бұрын
Just found you in my recommended. You are an absolutely underrated game dev KZbin channel, and I hope your channel will blow up one day! :)
@Vercidium Жыл бұрын
Thank you very much!
@J-pr9ve Жыл бұрын
"It's likely every game you've played is just a bunch of triangles moving around." Minecraft: Triangle? What's that?
@xenird26 күн бұрын
Half of a face
@The_GuyWhoNeverUploadsAnything Жыл бұрын
I know nothing about game developing nor do I have any plans to do game developing but this was still very entertaining and educational to watch because optimization just feels good :D It's sad to see that computing power has grown so much but we're not taking full advantage of it in games because so much is spent on skipping the optimization that was previously obligatory to make any game run well.
@asdfqwerty1458711 ай бұрын
If people optimized code the same amount as they used to, then games would take so long to develop that they would already be outdated by the time they were released. Modern games are much, much bigger than old games were, and it's simply unfeasible to spend the same amount of effort optimizing each individual feature when there are 1000x more features than there used to be.
@shaansingh60482 ай бұрын
they only ever optimized because of technical drawbacks, with those gone they can focus on features
@BrightBitGAMES Жыл бұрын
The first optimization technique has one drawback: GPUs calculate texture mip mapping levels by screen space partial derivatives. That means: There will be visible seams for fragments where the UVs wrap (i.e. where a u or v component suddenly changes from 1 to 0 or from 0 to 1). Ben Golus has a very good article about that issue titled "Distinctive Derivative Differences".
@Vercidium11 ай бұрын
I’ll check it out thank you. If the same values are being passed to the texture sample call, what would cause the seams?
@BrightBitGAMES11 ай бұрын
@Vercidium You're welcome. I'm not sure what you mean by "same values". Let's assume a uv coordinate where one fragment has uv.x == 1 and its neighboring fragment has uv.x == 0. In this case the GPU basically "thinks" that the whole texture is used between these two fragments and uses the smallest mip mapping level. That's what causes the seams as the color of the lowest mip mapping level will probably be different from the "correct" one. With "real" uvs that only happens if the texture actually is between those two fragments, e.g. a textured model only occupying one pixel on a screen. But since you are calculating the UVs based on the position, it will always happen where the UVs wrap as mentioned above. Ben Golus has some solutions in his article as well. Hope that helps. :)
@james-s-smith8 ай бұрын
@@BrightBitGAMES As far as I can tell, the Ben Golus article and associated woes only apply to equirectangular projection textures onto a sphere. The reason the GPU assumes the whole texture must be present within the discontinuity is because the texture is being projected onto a single contiguous sphere mesh; the fragment shader sees a discontinuity within the same mesh and freaks out. This terrain generation code is not doing that: it is chunking the terrain into separate square meshes and composing them together into one scene, so there shouldn't be any visible seam. Caveat emptor: I'm a CUDA compute shader guy, not an OpenGL graphics shader guy, so I may be wrong.
@creaturedanaaaaa Жыл бұрын
I don't do any development but your graphics are super clean and intuitive and get your point across perfectly. Your production value is genuinely good enough for a channel a thousand times the size.
@jordanvegas3999 Жыл бұрын
The video editing is so crisp and on point.
@itzkxhu Жыл бұрын
that was awesome, cant believe you got to render 16000 times more terrain with 5x more fps than at the start
@Mightydoggo10 ай бұрын
I got into blender not too long ago and it´s amazing how I can actually understand stuff like that now (to a certain degree) when it would have made absolute no sense like half a year ago. That really shows what climbing the learning curve does for you, even when you might don´t see it when getting stuck at a new concept again.
@starplatinum3305 Жыл бұрын
this dude started creating such crazy genius videos, bro needs more subs
@Vercidium Жыл бұрын
Thank you! Could say this video was 6 years in the making… and I have many more to share!
@masterhacker7065 Жыл бұрын
he didnt exactly invent any of these ideas...
@starplatinum3305 Жыл бұрын
@@masterhacker7065 i didnt say he invented, but he is making good videos about compute shaders
@Gabriel_Micah Жыл бұрын
Kaze Emanuar does a lot of N64 optimizations that are also very cool to see
@Vercidium Жыл бұрын
I’ll check them out!
@spaaaaace8952 Жыл бұрын
This is the first time I see you on KZbin and it's an instant sub, my friend.
@Vercidium Жыл бұрын
I’m glad you liked the video! I have more coming up
@r2d2vader Жыл бұрын
Great video! Definitely gonna start writing my 12 friends' ice cream orders on a piece of paper and passing it to the ice cream guy now 😂 My only comment would be it was harder to see the difference between the levels of detail of terrain than in previous example clips you've posted for some reason.
@Vercidium Жыл бұрын
Get those orders ready! Thank you for the feedback
@sharkianalog Жыл бұрын
i don't understand shit but it looks useful
@trimalakismeno4 ай бұрын
hahaha same
@gakman Жыл бұрын
Didn't know about the sinking terrain trick! Nice one. It seems much easier than having to stitch vertices together where the LOD changes (as in only render LOD 1 outside of LOD 0's area).
@kipchickensout Жыл бұрын
Man I love exactly this type of video, nice visuals, easy to understand but still kinda deep
@Andrew-rc3vh Жыл бұрын
I recognise that trick at 6:49. I was logging a load of data and needed to store and graph it. When i wanted to draw the graph the data resolution was one second, but if drawing a 1 year graph it was painfully slow, until said trick was employed.
@zeldaandTwink Жыл бұрын
I am now a proud subcriber. You crammed so much technical detail into a short and simple explianation that was easy to understgand as a noobie
@kevinfischer4869 Жыл бұрын
This is really clever! Looking forward to seeing more.
@monke4044 Жыл бұрын
I had 1 time where I collaborated with my friend on a game development for our college project. Bro's a genius at programming since highschool, I knew a bit of game dev and how the basic works but I mostly works as designer and making sprites, fixing animations and enhancing models he made before. He said that in game development, programming was never the hard part of it, optimization is. Apparently making games nowadays have gotten so easy with all these popular game engine like unity or UE, so game dev is 20% programming, 40% graphic design and 40% optimization. That's why you have to get everything organized properly, as efficient as possible. "If you can't optimize your game, it's already a failed project, so it's better to start a new and fix everything"
@lincolnreinert12055 ай бұрын
My mind was blown at the start with the position to uv trick, great job!
@xlin-wx1iq Жыл бұрын
thank you for making this i love listening to your videos to go to sleep.
@Vercidium Жыл бұрын
I’ll take that as a compliment!
@m-yday Жыл бұрын
this is obscenely fantastic. Clear explanations paired with gorgeous animations which make the explanations intuitive? On the topic of coding for games, but that in a very concrete manner? Solving tangible problems? So many different and incredible notes were hit. I just had to subscribe. I _must_ see more from you.
@Vercidium Жыл бұрын
This comment has made all the effort I put into this video worth it. My goal is to help other devs solve problems that had me stumped for months, and I hope my future videos have the same effect!
@m-yday Жыл бұрын
@@Vercidium I’m so glad I could voice something that could inspire you to keep going. Seriously, I’ve been looking for someone like you a while. Understanding where to start and where to go in coding is difficult. Having these tangible points explained so well has given intuitive guidance that I haven’t seen elsewhere
@Zizaco Жыл бұрын
This video is just amazing! The visuals explaining the sinking illusion are just perfect. Sub
@rahulvpoojari905 Жыл бұрын
Just a gamer here, thought it was a free FPS trick video😅, such a good explanation. Hope all the talented game devs in the comment section put all these optimisations techniques and much more and help us the people who still use the good old gtx 1050ti to enjoy good games without the need to make the games look almost as a distorted water painting to make it playable.
@fadhil400810 ай бұрын
Bro wtf is this video!!?? Not only that the content is just soo expensive but also the way it's presented is so flawless. It's like seeing a perfect website project from front end to backend
@sircomesizeman Жыл бұрын
Highly informative and extremely well edited video! Massive kudos.
@scaper12123 Жыл бұрын
I don’t do game dev (sadly), just programming. A lot of this was very interesting to see, especially how you grouped your triangles!
@TheKroesar Жыл бұрын
I have not the slightest understanding of programming or game (engine) development. Yet, I found myself intrigued by this video and feel like I understand the basic concepts you are explaining. That is some top shelf teaching right there!
@Vercidium Жыл бұрын
Woah thank you! Presenting and teaching are both skills I want to improve so this comment means a lot
@oxybrightdark8765 Жыл бұрын
I don’t make games, but you’re very clear and informative.
@ashwanishahrawat460711 ай бұрын
My heard filled with joy when you mentioned Triangle Trip, It became my main weapon for Performance when I was learning to create terrains.
@JoeFilms54209 ай бұрын
Thanks so much for the demonstration, this makes LOD and batching really easy to understand!
@drachedeswassers Жыл бұрын
You can compress the vertex data even further by storing the height in a GL_R32F texture and rendering without any vertex data at all. Having the height in a texture means that you can access the height of neighboring vertices and therefore calculate the normal using finite differences. Another thing you can do is replace your 8x8 grid with a 1x1 grid (6 vertices) and then use the tesselation shader to tesselate it again. By calculating the tesselation factors using distance to the camera (or even the view frustrum) you get levels of detail "for free". At least in theory. In practice you'd have to benchmark this approach to see if it's actually faster.
@pixobit5882 Жыл бұрын
Amazing Video! Nice Animations and super clear explanation. Keep up the good work!
@Blackdiamond2 Жыл бұрын
Amazing, such good visuals. Even as someone that knows nothing about programming and game dev, I could understand the concepts intuitively. Very cool, looking forward to what you put out in the future!
@Vercidium Жыл бұрын
That is great to hear, thank you!
@Kayotesden Жыл бұрын
I dont understand shaders but Im fascinated by code optimisation & graphics. Subscribed so I can learn!
@JamesYoung99811 Жыл бұрын
I got pissed just watching the intro of your game freezing, gets me tilted real quick. Love the videos!
@franzj4040 Жыл бұрын
High quality videos! Thanks for your effort
@magnusnilsson979210 ай бұрын
Having less quality on far away objects is like cutting music into MP3's by removing what the human ears can't hear, but this time for the eyes.
@ToniJabroni42 Жыл бұрын
Awesome video btw. I recently started my own little gamedev journey. Found this very enlightening from a programmer's stand point. Looking forward to your current and future content!
@Vercidium Жыл бұрын
Welcome to the game dev life! Thank you, I hope these videos will make your journey a smooth one
@Tripleblyet Жыл бұрын
this video is insane man, genuine thanks for posting
@InkDrop.10 ай бұрын
I was glued in for the whole video. Excellently done!
@tankiadam4967 Жыл бұрын
As a cheap gamer I really appreciate optimization, and I notice the most when it is not there, I swear most games never try to optimize, and if they did console games could suddenly run on mobile devices easily, it is amazing how much they miss out on
@_vicary Жыл бұрын
This can really be abstracted into an ultimate balance of RAM vs flops. As cores getting more efficient in the future, with MLSS and other techs, more and more things will be inferred from even less information. It is exciting to experience this transition in our lifetime.
@ENZO-xu4sn Жыл бұрын
Your videos are great. Hoping for a shader course from you some day.
@Vercidium Жыл бұрын
Thank you! I would love to make one, shaders are pretty fun to muck around with
@tapeplayer_11 ай бұрын
Great video. You ver thoroughly explained the steps required to optimize a game. I'm currently working on my own one, and this video will certainly come in handy, once I'll be optimizing it.
@jessthegamer555011 ай бұрын
Hold up, my time stopped and YT lagged within the first few seconds when you were asking if we were disappointed with lags and stutters. That was perfectly timed. xD
@joe-d2795 Жыл бұрын
I'm no expert at games, but a way to only talk to someone once instead of 12 times sounds great to an introvert like me
@ghassenbenghorbal3159 Жыл бұрын
Activision devs need to watch this
@kilroy987 Жыл бұрын
Very nice. I thought I might have to stitch the low and high levels of detail together. I never thought about sinking. I also need to upgrade my heightmap terrain to be more robust so that I can handle tunnels, natural bridges, overhangs, and underground caverns.
@Vercidium Жыл бұрын
Battlefield uses stitching to connect their LODs together, where they modify the edge of the higher-detailed mesh to match the lower-detailed mesh I tried this but it meant high quality terrain pops in when moving around the map, whereas with sinking it appears gradually
@kilroy987 Жыл бұрын
@@VercidiumSo the method that requires less coding also looks better. Double win.
@RiveraShatz Жыл бұрын
Thanks!
@Vercidium Жыл бұрын
You are most welcome! Thank you for your generosity, this is my first super thanks!
@kainuipenaloza9395 Жыл бұрын
This is incredible- Like, borderline revolutionary techniques level addition to the scene. I can't believe this stuff is just on KZbin to stumble across randomly.
@magnomliman8114 Жыл бұрын
if only devs could watch youtube videos...
@Vanderer114 ай бұрын
dude, those are basic things, mostly done by modern game engines automatically. No dev need to watch this thing. It's focused on triangles which are extremely cheap to render nowadays, this topic is obsolete already
@xenird26 күн бұрын
It's like telling developers to create their own game engine.
@borsukk Жыл бұрын
7:41 instead of lowering terrain you can use pixel shader to hide close terrain
@budzinskis Жыл бұрын
This is truly a great video and explanation, incredibly instructive to watch. As an embedded software developer, this was counterintuitive to me - in the beginning, I was thinking "but you are adding operations, you'll have to perform an additional division, how can it be faster", then you explained how the memory was the bottleneck and all made perfect sense. Great work!
@Vercidium Жыл бұрын
Thank you! When I first started making games I prioritised precalculating as much as I could and storing it in memory, so that the code I wrote would ‘be quicker’, but I discovered the hard way that less lines of code doesn’t always mean it will run faster. I haven’t seen these topics presented this way before, so I’m glad the visuals helped!
@GRAVENAP Жыл бұрын
This information feels illegal it's so valuable. Like literally Krusty Krab secret formula type stuff. Thank you for unlocking these secrets
@ding-hobba Жыл бұрын
the sinking graph was really good shit, felt like i immediately was grasping the concept
@jamesmnguyen Жыл бұрын
It's amazing how much memory you can save by just reframing the problem and discarding redundant data. Modern developers can learn a lot from this.
@69k_gold Жыл бұрын
These are fun! Can you make a series where you explain from scratch about how to make games? It doesn't have to be deep, you can use simple examples that are more tailored to beginners who are discovering the programming world of games
@Vercidium Жыл бұрын
I will add that to my list of videos to create, will do!
@Klaevin Жыл бұрын
yeah. something that is kind of from the start. I mean, anybody can install Unity and follow a couple tutorials. I did that, for a mechanical design course. the goal was just to get our models into a VR environment, but we did learn how to make said environment with buttons and moving stuff... what I'm saying, is that I don't know where to even begin, if I had to code from scratch
@anon196311 ай бұрын
@@Klaevinyou begin with... Google. there's a guy named TheCherno, he has a great series on opengl and c++ for beginners
@jakedelmastro Жыл бұрын
You can just store the XY components of the normal, since the length of a normal should be 1.0 you can reconstruct the Z with z = sqrt(saturate(1.0 - (x*x + y*y))), a little bit nicer than having to use euler angles
@Vercidium Жыл бұрын
Now that is good to know, I’ll try that thank you!
@Sh-hg8kf Жыл бұрын
Sorry if my question is stupid, a bit new to graphics programming but won't we lose time by computing sqrts here, which I have heard is an expensive operation?
@Vercidium Жыл бұрын
@@Sh-hg8kf it depends on its speed vs the other alternatives: running sin and cos, or reading a vec3 normal from memory I’ll have to benchmark sqrt vs sin, but I’m certain both are faster than reading more data from RAM
@Sh-hg8kf Жыл бұрын
@@Vercidium I am confused. How would a memory read take longer than computing sins or sqrts unless we are heavily memory bottlenecked?
@jakedelmastro Жыл бұрын
@@Sh-hg8kf sqrts are certainly slower than a simple polynomial but GPUs have very fast sqrt hardware, basic operations like normalize need a fast sqrt
@michaelsami6409 Жыл бұрын
your channel is a hidden gem in youtube, pls more content like this
@onerimeuse Жыл бұрын
This is absolutely fascinating stuff. I'll have to watch it a few times to grasp all of it, but brilliant work, mate. Some extremely clever solutions here.
@JackBond1234 Жыл бұрын
Ahh, I've noticed a couple of places in Tears of the Kingdom, and a few other modern games where terrain just kind of melted away. I knew it had something to do with LOD, but I just thought low quality meshes were transforming to higher quality meshes, and vertices were repositioning accordingly. I didn't consider the much more sensible conclusion that the terrain was just sinking below the higher quality mesh to be hidden.
@aerostorm_ Жыл бұрын
This is one way of doing it, there's a few different techniques. You can also use quadtrees or clip maps, which are both very optimized ways of sorting your detail.
@Achennium Жыл бұрын
ark needs to take notes
@varen-653511 ай бұрын
I only wish Bethesda employees would follow the second step.....
@yanec2501 Жыл бұрын
I recently got you recommended to me and am I happy that it happened. I love learning about optimization!!! Keep up the great work!
@MarioGoatse11 ай бұрын
This is surprisingly very understandable for someone like me who can’t even code. Great video, mate. Loved it
@anhduc0913 Жыл бұрын
Hope this reach more devs. Having an optimised terrain help massively with open world games, especially if they are procedurally generated.
@therealdemen247 Жыл бұрын
This isn't just valuable for aspiring developers, this is really valuable to understand for your average consumer. Understanding the kind of work that goes into these sort of things is really valuable for nurturing realistic expectations and an appreciation for the creativity behind solving these problems.
@ghost_ship_supreme Жыл бұрын
Did you come up with these ideas? Because this is impressive. I’m thinking of getting into game dev, but there’s so much to learn…
@Vercidium Жыл бұрын
I did not come up with these by any means. These are optimisations I learned from a lot of trial and error, research and analysing other games.
@mattc9598 Жыл бұрын
Don't be overwhelmed by all the stuff there is to learn. Just because this type of optimization exists, doesn't mean you NEED to know it right away. I've been learning Unity all year and I barely understood a thing in the video. At the same time, I've never had to optimize anything to this level, because i'm not to the point where I'm making games complicated enough to need much optimization. If you're interested but nervous, check out the Learn Unity courses, it'll help a lot.
@Zaire82 Жыл бұрын
@@mattc9598 I've been learning game dev for a few years, encompassing a lot of different aspects, and while I understand the concepts, I wouldn't even know where to start on the implementation. My experience with writing shaders was not the best.
@ikannunaplays Жыл бұрын
@@mattc9598Knowing it ahead of time and implementing it early can save you lots of time and headache. It's always a pain to get something working but runs like trash and then you find out in order to optimize it properly you practically have to re-write a large chunk of code.
@NonnyStrikes Жыл бұрын
You won't get bored! As soon as you get rolling, you won't be able to stop. It's insanely fun learning why; how; and what can I use it for in my everyday experience on PC or otherwise?
@TheBazino11 ай бұрын
Fascinating stuff. Wish you all the luck with your engine, hopefully some big devs pick it up - even if just for a trial run.
@Apostate_ofmind Жыл бұрын
i know nothing of this field, and yet even i can get a glimpse of how well made, genious and important this video is.
@FrankGennari Жыл бұрын
That's a different approach to how I render my terrain. I generate a heightmap + normal map texture, then draw instances of the same mesh that covers exactly one tile. Each instance uses different texture coordinates for the height map and normal map. The height map is used in the vertex shader to set the vertex height, and the normal map is used in the fragment shader for lighting. For LOD, I generated different resolutions of the per-tile mesh. I wonder how this compares to your approach? The sinking technique is interesting. I haven't seen this approach used before.
@Vercidium Жыл бұрын
Battlefield uses the same approach, it has one mesh and samples textures in the vertex shader to get the heightmap data. As I don’t have a traditional mesh, I can store the heightmap data in the vertex buffer instead. This means it’s available to the vertex shader already, rather than having to sample a texture to get that data Also when sending new terrain data to the GPU as the player explores the world, I’m more comfortable with asynchronous buffer updates than asynchronous texture updates. But both approaches work! I’m not sure what the performance difference is
@FrankGennari Жыл бұрын
@@VercidiumAh, okay. Your system has different goals and requirements from mine. I needed the height texture for grass and water rendering, so I had it available anyway.
@nullp0x04311 ай бұрын
Very incredible video, visually and content wise. I would like to know what tools you used to animate some segments of the video, I have personally been messing around with things like manim but I never found anything for code specifically. Regardless, keep up the awesome work!
@Vercidium11 ай бұрын
Thank you! I tried motion canvas and Manim but ended up creating my own with C#, SkiaSharp and OpenGL I use RichTextKit for the syntax highlighting in the code snippets I’ll create a video that shows how I animate these devlogs (devlogception!) and upload the code to Patreon
@barrianic411 ай бұрын
0:03 maybe don't play it on windows XP
@ShelbyAQD11 ай бұрын
Facinating stuff. The biggest problem I have as a self-taught hobbyist programmer is that I wouldn't even know what to research in order to find stuff like this. Thanks for sharing!