Out of Bounds Secrets | Spiderman (PC) - Boundary Break
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- Äas pĆidĂĄn 16. 05. 2024
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Every episode I have - âą Boundary Break
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First
Lellas
Awesome Video
3RD?!
I love that you have kept this series going! huge inspiration to game devs
That first bit with the extra assets on the title screen makes me think that maybe they were playing around with what it would look like, and when it was decided on, the devs just moved what wasn't used out of frame, instead of deleting it and risking something going wrong.
The high amount of detail makes me think they might have considered these for alternate title screens.
@@KeybladeMasterAndy maybe they wanted to have a rotating set of title screens, but couldn't get it working how they wanted to
@@KeybladeMasterAndy I was thinking that, or maybe they'd be used for the background of some submenus.
nah halo is better
Having not played the game, I assumed they were reused from buildings you could enter in the city. That was a mind blowing level of detail in just the title screen! I was tripping đ€Ł
This is genuinely one of the most interesting episodes of Boundary Break. A lot of really neat stuff going on both in front of and behind the camera in this game.
Second to Batman Arkham Knight.
6:06 During the museum break in mission in the silver lining dlc, as your looking for the security guards fingerprints to access the cameras, you can find this crossword puzzle and peter notes how kumquat doesnât quite make sense
Was gonna comment this as well
He says karaoke which would make pig a hog. I haven't found anyone making that connection đ
@@johnham14 hmm.. also.. as someone who has done more than a few of these.... the way the puzzle is numbered feels wrong. It'd be right... if you swapped the numbers 9 and 12.... hunh? Why though?
also makes me wonder if that means the answers need swapped?
Itâs Kubrick
The assets off to the side in the menu screen may be Peter's apartment and the few buildings you see in the opening cutscene so that the game can just start right up when you select new game instead of putting you through another loading screen.
Makes sense
Sounds like something they wanted to pull off but it didnât quite work out yea
@@lexy4037 ps4 probably couldn't pull it off so they scrapped the idea.
@@JudeTheCZcamsPoopersubscribe ps4 could do it. Even ps3 can do it. Just loading it before so that another loading screen is not needed.
Except it does put you through a loading screen, so that idea was likely scrapped.
This series is, for the most part, just How itâs made but for games, and I love it
Learning about parallax mapping and such is so fun.
there's a form of painting that uses the same parallax technique. it's pretty cool
Imagine huggbees narrating one of the episodes xd
Back when the game fits came out, there was a bridge that didnât have a boundary making the player go back. It was cool to see the far off background in all its 140p glory.
Can I play the game unpatched on my ps4 Pro and go find this?
@@JudeTheCZcamsPoopersubscribe Probably. I think it was the north west bridge. It's been ages since I did it. You can just try all the bridges. Jump on a car and it will eventually turn around I think, and at that point, you'll have to swim for a while.
@@TheSpongyMallard haven't fired up my pro in like a year since I got a series X lol. But I love playing games unpatched as you can see what it was like 2-4 months before it officially launched and often there are hilarious bugs and things that just don't work properly. For best results run cyberpunk straight off the disc and oh boy
@Rocky Montana Garcia mayne rdr2 is atleast 100% playable straight off the disc which is rare
@@JudeTheCZcamsPoopersubscribe Very rare I had RDR2 on my ps4 it didn't require any updates. I booted up the game started playing had no stutters or fps drops
2:02 The stretched building on the title screen is what happens with "texture clamping" enabled when the edge of a texture is reached but the polygon still continues. I presume the billboard was too big in the initial draft of the freshly 2D-ified title screen and they "fixed" it by adjusting the texture scale to shrink and lower the city, rather than changing the polygon itself.
I love the paralax illusion trick! It's so interesting learning about different tricks developers use to make in game worlds more believable!
10:59 - That Sunlight and the shot of the Statue of Liberty and the River reminds Me so much of Spider-Man 2. Swinging around at the crack of Dawn or In the Evening and just watching the City go by. All Is so peaceful and quiet...
Until a Kid loses Their Balloon for the 50th time.
I don't know if you would find anything interesting, but I've always been curious of the behind the scenes stuff of the Hitman 3 game. The glacier engine is a very unique engine, and I wonder what unique features it has compared to other games
same
One thing that I thought was cool that I found out just using the base version of the game on PlayStation 4, is that while using photo mode if you're very careful and slow, you can look inside of the web shooter model, and even though it's not really important it still has a high amount of detail and the capsule that holds the web is rendered inside of it.
Well there are no actual webs inside it, as it simply just a small 3d texture, on the inside of the shooter where the capsule ends is actually where the web models load in when you shoot them.
Wow I honestly feel like we are learning some industry secrets here, this is an incredible video. I would love to see this with more cinematcially driven games like The Last of Us or the Uncharted Series
I just wanted to say man your one of the reasons I got into game dev. Thanks for being inspirational
10:00 This is more horrifyng than any horror game I hav ever seen
As others have said, really enjoyed this episode because it's just really interesting to see all the details and tricks that developers put into rendering their games and specific scenes. Stuff like parallax mapping is always particularly interesting to see, especially with how simplistic many of those techniques were when they were first introduced, I love how devs continue to iterate on those kinds of ideas to make them more and more realistic while still serving the purpose of low budget rendering
Theeee best boundary break yet honestly, props to the spiderman devs for optimizing the game so much, and all the modders for making the free cam, so that you guys could deliver such an awesome episode tbh
Good on you, SnipeyFox. You know I come here for the low poly birds!
this is pog, i literally was searching your channel 2 days ago for a spiderman episode, thank you!
5:20 that text is actual source code from the Linux kernel. (linux/kernel/groups.c to be precise).
It's from an old version, though, and I think it's from one version in 2011.
How do I know that? Because, although it's mixed up, I'm pretty sure it's the same source code that the HackerTyper website uses to fake animated code. That's how I was able to recognize it on sight.
Why 2011? Because that's when HackerTyper was made, and that's when it took a local copy of the Linux source file to use as the example. (Except for comments and compiler directives, there's a version of group.c in the Linux source code from 2011 that is identical to the one in HackerTyper.)
This is a great episode, and the parallax window trick is crazy, when you pushed the camera through the window I was still shocked it's all flat despite hearing how it works and seeing the perspective broken
I really enjoyed the technical explanation bits in this video! I'd be neat to see more stuff like that in the future.
Love the technical aspects in this video, keep em coming!
Insomniac always delivers when it comes to details in games, it's amazing to see the amount of work they put in the little things. Great episode!
This really was one of the best Boundary Break episodes. I loved the deep explanation of parallax occlusion mapping. That's a super interesting technique that I didn't know about. Thank you!
Really impressed by the technical knowledge here! Using all the proper terms and explaining them expertly!
2:02 - that'll be because the plane with the skyline texture is bigger than the texture itself and the texture is set to use clamp wrapping i.e. the pixels at the border are repeated beyond the texture boundary.
neat!
This must have been one of the most interesting episodes!
Great job!
Really gets to show how graphic bomb games like Spider-Man do their tricks!
Bro I love you guys so much keep up the good work so glad I clicked that bell cause the âpersonalizedâ notifications donât do crap and Iâve been watching for awhile now but Iâve been here every Friday since the schedule change
The parallax scrolling / 3D texture stuff was really cool! And Snipey is a really good narrator too. Good work on this one.
This is the first video ive seen on your channel and I have to admit I am completely hooked on the idea of out of bounds secrets!! it has instantly and single handedly replaced my love for special effects in movies and behind the scenes content (everything now is just CGI ) I am really looking forward to watching every single one of these and any new stuff you post! You have a new fan dude! đ
I love that you have kept this series going! huge inspiration to game devs
You can absolutely tell the cutscenes were made by professionals from marvel. Completely changing the positions of things, as well as little lighting details all between each individual shot all to make it look just right. Incredible!!!
17:15 actually nightmare inducingly horrifying. that image has genuinely imprinted on my mind and will haunt me.
Love the Louie Zong & Brian David Gilbert shoutout! What a great idea for a playlist!
16:57 Omg, they were teasing white cube from Spider-Man 2!
This was actually so cool it was like watching a behind the scenes it was neat seeing how they pulled those camera tricks!
6:17 I like to think Peter does these wrong anyways and no one is around to tell him no.
@18:18 _Ministry of Silly Walks_ is that you?
**Mr. Monty Python has entered the chat**
I think this is one of the best episodes of boundary break. As an aspiring game developer, the subtle educational value is really appreciated...I didn't actually know about parallax occlusion maps before this.
Your channel is one of the most educational channel for a game dev! Lots of technique to take away from these triple A studios
I have been waiting for this for a long time. The vid is really good!
So happy to see that your vids are finally taking off now. I've been around since about 100k and the views are the best I've seen so far. Keep up the good work man and hit that 1 million subs. Lets go for the gold bro
Wow, lots of unusual tech on display! Some stuff really looks like one of those, "Wait, what do you mean the game shipped already?" situations where developers hope nothing breaks _too_ much.
Insomniac man
@@wizzenberry i too have insomnia
This was a really interesting episode. It's cool to learn about all the complex tech they use for showing things like that. Nice.
I'm usually not fazed by weird/creepy looking stuff but glitched bodies/textures in video games always gets me for some reason
16:51 DUDE, OH MY GOD
IT'S THE HYPHEN
THE HYPHEN BETWEEN SPIDER AND MAN
Really loved the technical explanations!
After I saw the results for the pole Iâve been so excited for this video
Great stuff as always! Thanks guys
i was just looking for a mod to go out of bounds and then u ipload this
The parallax scrolling definitely surprised me. Great video!
that could of been an hour longer for me, really enjoyed it. The scary images early on tho are gonna haunt me for a while.
Loved the Distractible cameo alongside BDG in the sponsored segment
The Oscorp Tower at 19:10 was truly amazing! I can't believe how many objects are still being rendered behind the building!!!
Iâm really glad they adapted Kate and Kevin into a video game. Itâs so much fun being able to play the 2 player co-op with me as Kevin and my wife at Kate
Its amazing how optimized some things are, and than at other times there are entire sections of models and characters that are never seen or distant geometry that never unloads.
Insomniac are gods it's not a suprise rac on ps5 is super good looking
The weird walking animation at 18:07 is the "going down a set of stairs" animation. When you go under the map and look at the subways area, the npc's does the same thing to just climb on the other side of the street
Dang....that title screen bit was impressive, they added a lot of detail this is so sweet!
I literally went to your channel yesterday to see if you had a video on this game and the next day you upload it?? The odds!
One of the first things I had to check when I booted this up on my pc was to see if they updated the creepy polygon models on the boats on the edge of the map and came to find out the devs put sticky notes on them that say "miss us?" I thought that was so great lol
the bit about the webs at 16:20 can actually be seen in normal gameplay by jumping off a really tall building (like the avengers tower) and doing the downward slam thing (forgot the name)
Found someone stealing your content on tiktok, just reuploading your videos, so i just typed out of boundery spiderman and found this original. Really nice concept and a really great video, this was super interesting, new sub here!
Love these behind the scenes things, especially on games I love. I had ps4 version but I bet the same things are there
Boundary-man, Boundary-man
Goes wherever a camera can
Can he find where secrets hide?
He'll find out what's inside
Subscriiiibe to the Boundary-man!
I will always see that new Peter face as Scott Wozniak Parker.
Edit: I love seeing all the hidden animation techniques off the camera.
"What'll it be?"
"PICTURES OF SPIDER-MAN"
"This is a bar."
For the title screen, maybe they were planning on Spidey having a few set poses in different locations that were either random or set by how far you've progressed in the game?
that's so cool, I'm amazed how much the cinematics they rendered in real time. So used to pre-rendered work in triple a games like the Last of Us.
the last of us part 1 and 2 are rendered in real time
@@Tekeysix czcams.com/video/0mv0dAwPqCs/video.html
nope, they didn't
Oh I walked right up to a couple of those low detailed npcs. Was a sight to see
that Osborn one scared the ever living everything out of me
I have been waiting for this episode for a while. Specifically I've been wanting to learn how they did the windows, which thanks to you guys I now know is called Paralax Mapping. I once spent over 45 minutes talking with an engineering friend trying to figure out how they could have done it. We also decided not to look up anything as it was a lot of fun just testing the environment to see what we could learn. That's how we found out each "room" inside had the same dimensions, despite window size, and if they wouldn't physically work beside another half size window, and they were optical illusions. We even found a building in which the textures inside the rooms were messed up due to not being the same dimensions as all other rooms for whatever reason. Thank you for finally covering this, my wife stared at me during this entire segment knowing my questions were finally being answered. Easily one of my favourite episode so far!
I recently saw a video in which devs explained the rooms actually where rendered in 3D, but somewhere underneath the map and were then "projected" where they appear in the windows. That way, assets can be reused in countless buildings while only being rendered once. BTW, I know nothing of what I'm talking about. I'm just trying to remember what I heard.
Best Episode officially đđ»đȘđ»
When I was playing it on my ps4 a few years back, I found that if you're on the college mission just before you crawl out of the window to the wall outside, and either go into the camera mode or some other action, you'll break the camera and have full control over it and you'll be able to look around freely. Not sure if you still can do it though.
Funny enough is that at 17:57, i actually saw this glitch in the flesh during the miles morales stealth mission as he is trying to get to the homeless shelter (this was on the ps4 version of the game way before it got ported to pc). This randomly happened as i was near the shelter and every model around me for about 45 seconds to a full minute were like this until they resumed and became normal. Also, i got this game, well...borrowed this game from my dad's friend a while back when it came out a few months after. I had no internet during that time so i knew i was doing the legacy version (pretty much before the game got updates). i was freaking out actually and had it recorded a while back but i think i deleted it. it was really something though as i just witnessed denim people invading new york for a minute xD
With the parallax mapping of rooms thing, I would like what it looks like if you can fool the game to think that the camera is locked in position x, but you move around looking it, while the game thinks you're staying still
I was waiting for this!!!
8:18 npc in green jacket at the left: heist occuring? get jiggy with it.
The full city zoom out blows my mind
Going to the outskirts of the map wouldâve been really cool
czcams.com/video/kR3oWccKg8I/video.html
I doubt it, but maybe the title screen potentially had other versions of how Spiderman would be seen. Similar to the loading screen in the subway. Spiderman in an arcade, Spiderman on a treadmill, Spiderman relaxing on a chair reading a comic book or having a pizza, who knows. But they didn't look good, so they left it alone.
In the original demo heâs on the wall like usual eating something and then when he start he jumps off the wall so he would be placed on the nearest wall whenever you quit the game and when you started he would jump off that same wall
This is perfect timing, I just finished 100% this game, and this is one of the first things I see in my recommendations.
Ha literally same. 100% last night, saw this today
Can we just stop for a moment and acknowledge how amazing Snipey is? For such a niche series on CZcams he does an incredible job giving the same level of quality that Sheesez has been doing for years. Seriously dude, you're doing an amazing job.
You should Boundary Break the Wolfenstein series, I believe it would be pretty cool. Great video too!
See we keep asking "but...why?", when to me this shows how absolutely above and beyond Insomniac went with this game...doing so many tiny things they didn't need to do in moments most people would never actually see.
That real-time cutscene for Osborne/Fisk is similar to how Riddler is loaded into the map on Arkham City when he's appearing on TV.
They probably load a ton of random assets in the menu to help speed up starting the game, makes it smoother when pressing Start Game.
I think it should be done a part 2! show whats on the other side os the rivers, and the plane, and when peter wares the mask if his face is still there...
6:30 12. got answered in The Heist DLC, i remember Peter mentions a crossword puzzle he found in the museum and the word kumquat
Snipey this is some incredible work
The horse face within the neck legit was like a freaking jumpscare lmfao đ
"not so fast robber" "aw man"
Those fully detailed building in the title screen leads me to believe that it is literally the last thing they did. So they just literally copied and pasted a random building asset they had already done from working on the game.
Itâs so freaking cool seeing how they did thingâs behind the scenes
Wish these videos were longer, i could watch this for hours.
In the interior of one of (or maybe multiple) game stores thereâs glass cases that house NES and SNES style game cartridges in them and even consoles. I found it a couple days ago and thought it was super cool.
Amazing episode, thanks so much!
Spider-Man: Swings web
Uncle Ben: I gotchu
Very interesting that random buildings have so much detail inside for no reason when they shouldnât even need be there
Spending 5 minutes just for the title menu?
This episode is gonna get real good
Great episode! Kind of disappointed we didn't get a look at the city on the other side of the river though.
18:05 hitting the griddy for spiderman