how this game made millions of rooms using 1 polygon

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  • čas přidán 10. 09. 2024
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Komentáře • 1,5K

  • @rg975
    @rg975 Před rokem +4491

    Parallax mapping is also how RDR2’s landscape textures look very detailed at times. All the little rocks, dirt, paths look like they’re tessellated but a closer look at them reveals it’s parallaxed

    • @Xyos212
      @Xyos212 Před rokem +122

      Its a mix of POM and tessellation.

    • @alirezanorouzi1141
      @alirezanorouzi1141 Před rokem +141

      i always wondered why RDR2 is so detailed , i thought its the game engine that can render normal map in such an amazing way

    • @asovamain4292
      @asovamain4292 Před rokem +85

      I thought you were trying to say R2D2 at first 😂

    • @reio4641
      @reio4641 Před rokem +13

      Portal also uses these techniques, for example the wall lights

    • @starplat8962
      @starplat8962 Před rokem +3

      @@asovamain4292 same

  • @MadisKukk
    @MadisKukk Před rokem +5959

    0:33 i just love how the interior changes in a split second when the protagonist crawls around the corner. Suddenly, a kitchen area turns into a dining area with a door on the left that leads you out of the building on the 30th floor.

    • @DRYstudios1994
      @DRYstudios1994 Před rokem +658

      Those must be the emergency exits. There were plans to put in a fire escape, but they ran out of money and figured just the doors would be good enough.

    • @iloveblender8999
      @iloveblender8999 Před rokem +424

      Yeah, the problem is the window. You cannot fake that with textures. One possibility would be to use real rooms for the corners of a building, but that is expensive.

    • @kidscreativitys
      @kidscreativitys Před rokem +5

      @@prezadent1 lmao

    • @Ammar34567
      @Ammar34567 Před rokem +95

      Playing the game, I even found some rooms where you can see a large room from one windows but the same area is salled off from the window next to it

    • @johnnydarling8021
      @johnnydarling8021 Před rokem +178

      Indeed a limitation of the technique, but I’d argue the profits (greatly) outweigh the expense.
      Also, this could be used to great effect in another game to be purposefully ‘trippy’.

  • @farhadaa
    @farhadaa Před rokem +2329

    A common problem with parallax mapping on surfaces that characters stand on is that it makes the player look like they are floating above the ground, as is seen when turning around in Genshin impact.

    • @Mempler
      @Mempler Před rokem +208

      One way to fix that would be to clip the player just a tiny bit into the ground. Just enough that it still looks Natural

    • @user-oo7dw4qw4b
      @user-oo7dw4qw4b Před rokem +85

      I'm not well versed in 3D but couldn't they have used normal maps instead of displacement maps? Normals may not be the best for low end devices but it could be visually better. But then again it's a game and not really a render piece.

    • @Yotrymp
      @Yotrymp Před rokem +69

      @@Mempler The character will still look like they're sliding on the ground.

    • @theminecraft4202
      @theminecraft4202 Před rokem +142

      @@user-oo7dw4qw4b both normal maps and displacement maps are used, the difference is that a normal map tells how a surface interacts with light, while a displacement map is more about what parts of the surface the player can see (the whole "fake depth" bit from the video). To get the best kind of results you want to use both since they provide information on different aspects of a material

    • @Mempler
      @Mempler Před rokem +5

      @@Yotrymp oh yeah true due to it not being really transparent but rather an illusion hmm. What if you multiply the intersection with the height map?

  • @mnkeymasta
    @mnkeymasta Před rokem +564

    4:16 The Bedroom in this Parallax Cubemap is amazing!
    It gives the illusion of a second room, that is wider than the cube itself

    • @simoncowell1029
      @simoncowell1029 Před rokem +36

      That does look really cool ! I think that the extra bit is distorted, if you look really closely, because they are pushing the technique quite far. It's like the original problem of textures with depth looking too flat, but they've buried the problem one level of illusion deeper than normal. My brain didn't even notice the distortion, first and second time around.

    • @KFUPMar
      @KFUPMar Před rokem

      What game is 0:57 ?

    • @snowtrooper3871
      @snowtrooper3871 Před rokem +6

      @@KFUPMar Ori. Can't tell which part of the game series it is tho.

    • @KFUPMar
      @KFUPMar Před rokem

      @@snowtrooper3871 thanks!

    • @AmazingRofa
      @AmazingRofa Před rokem

      Finally it's here the clip you all wanted.
      czcams.com/video/b0n29v2MJEc/video.html

  • @tehguitarque
    @tehguitarque Před rokem +282

    Really interesting. Thinking about how older games handle this, it's usually that every window has glare on it / reflects the sky. I never thought of this as overcoming the limitation of not needing to draw every single window, but it's actually a really elegant solution. It's fine from a distance. parallaxing seems to be the next step up. Easter egg should be one room you can actually interact with :D

    • @twodollarking8009
      @twodollarking8009 Před rokem +9

      Older games have used this technique. I think gta 5 has some of this but well it's old so it's less better

    • @tehguitarque
      @tehguitarque Před rokem +7

      @@twodollarking8009 I'm not sure when they were first used but I'm specifically remembering games like battlefield 2142, NFS and James bond games on gamecube.

    • @CrabSully
      @CrabSully Před rokem +3

      Older games, and even lots of modern games, seem to be happy to just use a texture of a window

    • @GoldenThumbs
      @GoldenThumbs Před rokem +2

      @@twodollarking8009 they don't use this for windows (as most buildings can be entered/destroyed) but in Crysis they used Parallax Occlusion Mapping pretty heavily. They even went an extra step above and made the parallax textures self-shadow... And that game came out in 2007.

    • @copas2096
      @copas2096 Před rokem

      @@tehguitarque I was playing Hitman Blood Money (2006) and noticed something like it being used for some textures like wooden planks and buttons

  • @makko360
    @makko360 Před rokem +357

    1:50 Personally my favorite part of the video. Right here is genuinely some of the best insight on game development I've seen, you break things down so well.

  • @nerdstudent8852
    @nerdstudent8852 Před rokem +1038

    It amazes me how creativity has developed solutions in every restrictions 👍
    You got 2D? No problem, use parallax like Super Mario
    You got restricted polygon in PS1? No problem, use fog to ease the render process like Silent Hill
    You got full city map? No problem, use cube map to make those windows looks alive

    • @agsystems8220
      @agsystems8220 Před rokem +58

      Ironically most 2d games these days are faked in 3d.

    • @hipjoeroflmto4764
      @hipjoeroflmto4764 Před rokem +7

      @@agsystems8220 don't hate the game hate the player

    • @dash_r_media
      @dash_r_media Před rokem +46

      Restrictions are a boon to creativity. I suppose another way to put it is: Necessity is the mother of invention

    • @tyisafk
      @tyisafk Před rokem +20

      @@agsystems8220 Shovel Knight is an example of this. The game is actually in 3D.

    • @why_i_game
      @why_i_game Před rokem +16

      @@hipjoeroflmto4764 Way to take a phrase out of context, lmao.

  • @SepiaSapien
    @SepiaSapien Před rokem +85

    1:51 my boy is on puberty

  • @deeps.
    @deeps. Před rokem +123

    it looks so good and works really well especially when you're just swinging by them real fast

  • @FantasyNero
    @FantasyNero Před rokem +66

    Don't get confused by Parallax and Tessellation
    *1.* Parallax is a 2D Fake 3D to fool your eyes, it's the old tech used first in FEAR Game back in 2005 on PC, and it was supported by DirectX 8 & 9, DirectX 9 has higher depth and improvement over DirectX 8
    *2.* Tessellation is a Fake 3D Cover of the lower polygons, which makes it completely High polygons, that you can't see a single square or visible polygon, it was used first in DirectX 11 Games Like S.T.A.L.K.E.R.: Call of Pripyat on Characters model

    • @Xyos212
      @Xyos212 Před rokem +2

      Yeah I always loved those deep POM bullet impacts in FEAR. Perfect Dark Zero on the X360 had some really nice POM brick textures too. Crysis 2 with its DX11 update also had some great textures with it. Really cool tool/trick in games.

    • @WTFBOOMDOOM
      @WTFBOOMDOOM Před rokem +2

      Serious Sam: The First Encounter used tesselation in 2001, specifically the ATI-developed TruForm technology. Sadly it didn't catch on.
      You got me interested which the earliest parallax title was, if it was available as early as DX8.

    • @FantasyNero
      @FantasyNero Před rokem

      @@WTFBOOMDOOM I played the Serious Sam: The First Encounter it doesn't have tesselation, also i sreach on CZcams i didn't find one, will you show me proof a video or gameplay photo please

    • @WTFBOOMDOOM
      @WTFBOOMDOOM Před rokem +1

      @@FantasyNero Search for Serious Sam TruForm here on CZcams, there are some videos. The game came out in early 2001, the technology appeared in August; it was introduced to Serious Sam in patch 1.06 from December '01. According to Wikipedia it only supported new Radeon cards (makes sense because video cards aged very fast back then). It was later introduced to the Terascale architecture in 2007.

  • @samuelgunter
    @samuelgunter Před rokem +15

    ok good, I was expecting this to be a stupid technicality of "one polygon" meaning "one type of polygon", explaining how 3d objects are (usually) made up of all triangles

  • @nf9232
    @nf9232 Před rokem +215

    Devs could've just made the windows reflective so we won't see the interior that's why I appreciate them doing this to make the world a bit more immersive

    • @Volkswagen_Yeetle
      @Volkswagen_Yeetle Před rokem +9

      It’s not immersive at all. Ever heard of curtains and blinds?

    • @agsystems8220
      @agsystems8220 Před rokem +8

      This is probably considerably cheaper than reflections. :D

    • @SilentSpica
      @SilentSpica Před rokem +32

      @BlueDart28 I would say it's still better than just flat textures without any depth

    • @papichulo8749
      @papichulo8749 Před rokem

      @@Volkswagen_Yeetle r you dumb?😂😂 youve never been to a major city huh? They dont have curtains n all the windows open n the lights r always on

    • @Volkswagen_Yeetle
      @Volkswagen_Yeetle Před rokem +2

      @@papichulo8749 I live in a major city. Maybe mine has businesses that actually care about security and privacy. 🤡🤡🤡🤡🤡

  • @wParallax
    @wParallax Před rokem +55

    0:20 and 4:05 - Nice to see our maps as part of the explanation, very well done video :)

  • @PauLtus_B
    @PauLtus_B Před rokem +423

    It's always cool to learn all these techniques.
    I kinda love seeing that even with all this processing power such smart tricks are still relevant.

    • @PauLtus_B
      @PauLtus_B Před rokem

      @AndrewWithEase11 11 Bad day?

    • @PauLtus_B
      @PauLtus_B Před rokem +7

      @AndrewWithEase11 11 Then work on your general attitude.

    • @TheJungaBoon
      @TheJungaBoon Před rokem +1

      Whoa, what happened here?

    • @PauLtus_B
      @PauLtus_B Před rokem +7

      @@TheJungaBoon I have no idea.
      O, the guy seems to have deleted his original comment.

    • @PauLtus_B
      @PauLtus_B Před rokem +1

      @AndrewWithEase11 11 I didn't. Just can't see it.

  • @StylizedStation
    @StylizedStation  Před rokem +940

    make fun of my voice crack over here

    • @itsomegali5342
      @itsomegali5342 Před rokem +140

      I mean you play genshin so it's acceptable. Cool video tho

    • @solsy
      @solsy Před rokem +108

      Bro your voice at 1:50 💀💀

    • @DavidplusNK
      @DavidplusNK Před rokem +2

      ok 👍

    • @EvilChairSlayer
      @EvilChairSlayer Před rokem +13

      You better call your mom

    • @Gapple_
      @Gapple_ Před rokem +19

      someone can’t handle hate 😂

  • @sermerlin1
    @sermerlin1 Před rokem +65

    I was hoping you would have said "crysis" and not genshin impact as an example... "crysis" was one of the first games to use parrallax occlusion mapping and it was so advanced that it blew everyones mind how mud tracks and rocks are 3D and realistic.

    • @Rossilaz58
      @Rossilaz58 Před rokem +15

      This guy is obsessed with genshin. He finds a way to mention it in almost every video

    • @sermerlin1
      @sermerlin1 Před rokem +8

      @@Rossilaz58 yeah i mean it is cool with the art style and modern take on the cell shading but i mean come on it doesn't use any new cutting edge tech. All of that existed way before genshin and the games which used it the most intensively and perfectly should be showcased... or mentioned.
      I'd like to hear about other games not just genshin how it does something xD

    • @maninblack3410
      @maninblack3410 Před rokem +3

      @@sermerlin1 yeahhh the genshin shilling is a little worrying, at least from someone who’s never played it (I mean, it looks like an overly produced predatory mobile game from the outside looking it, but I’ve been wrong before 🤷‍♂️) but if you ignore that these videos are actually really informative so I watch em lol

    • @YayaFeiLong
      @YayaFeiLong Před rokem +6

      ​@@maninblack3410 In the past he's described Genshin Impact as the prettiest game he has ever played. I'm inclined to agree. It's a truly breathtaking game
      Damn shame that nobody else in the AAA scene seems to be interested in making a proper standalone game with the same anime-inspired art style

    • @AEPOLLON
      @AEPOLLON Před rokem +3

      "not genshin".. Mentioning genshin and using it as an exemple in this video is valid and poses no problem.
      This channel isn't about game dev history, and showing who did it the first or the best isn't the goal here either.
      Genshin is relevant here because it is popular now, more than crysis is today, and the creator seems to enjoy it too.
      Sure, that 15 year old game that isnt a pionner in that particular tech might have used it very well too, but you're just using it as an excuse, trying to invalidate genshin because you don't like that game you never played

  • @josephtalarigo4243
    @josephtalarigo4243 Před rokem +35

    Parallax mapping is a trip! I remember being amazed at the technique being used in Oblivion, and Parallax Occlusion mapping in Crysis, back in 2008.
    Never could I imagine it being used to simulate interior rooms in entire skyscrapers.

  • @EvilChairSlayer
    @EvilChairSlayer Před rokem +14

    1:51 Hardest voice crack on yt

  • @mc_cheshire
    @mc_cheshire Před rokem +6

    2:52 your pc is FIGHTING bro

  • @Very_disappointed
    @Very_disappointed Před rokem +4

    1:50
    Nice voice crack

  • @Microfaun
    @Microfaun Před rokem +38

    It's amazing to think about how these little rooms, in what is considered a graphically amazing game today, will , in the next ten years, be considered old-school.
    Like , my kid in the not far off year of 2030 playing the game "Wow, the rooms weren't even 3D, they were just flat textures. I can't believe people thought these were good graphics."

    • @Hoolahups
      @Hoolahups Před rokem +15

      i think itll be more along the lines of how we look at optimizations in older games today, especially the old pokemon games. its less of "wow they really couldnt even afford to use a bit more data on the textures?" and more along the lines of "look what they were able to do with the technology of the time"

    • @arekkrol9758
      @arekkrol9758 Před rokem +10

      dont realy except that big change in 2030, we are pretty much in stagnation, as limits are mostly budget, skill and time, not technology
      technology for sure is going to mostly give us real time reflections, right now most reflections in games are either screen space reflections and cubemap reflections, those tricks are quite cheap and effective but require some work from the developers, meanwhile raytracing will put most of the workload on user hardware instead
      isnt it ironic that more realistic reflections in games will require less work from developers?

    • @christophermarsh1580
      @christophermarsh1580 Před rokem +3

      @@arekkrol9758 2 Minute Papers just did a thing on Nvidia making headway on realtime 3d raytrace rendering. Cutting down rendering times to a fraction of what they were will make future game and tv show effects look absolutely beautiful.

    • @desamster
      @desamster Před rokem

      Hey, I'm a 90's kid, I like my 3D models simple and blocky.
      Seriously though, I bear witness to my own complete disinterest in realistic graphics. A good art style though, that'll grab my attention. Also, I like videogames being videogamey. The music, the graphics. It just looks and sounds real now. Old school and indie games it is for me then.

  • @besemm9886
    @besemm9886 Před rokem +17

    1:51 voice crack

    • @burgerfinn6279
      @burgerfinn6279 Před rokem +9

      Thank god I wasn’t the only one that noticed

    • @envor_
      @envor_ Před rokem +1

      I noticed that lol

    • @Brejdu
      @Brejdu Před rokem +2

      Game deVelopers

  • @AdiusOmega
    @AdiusOmega Před rokem +10

    I remember the first time seeing parallax mapping in the original F.E.A.R and I was blown away, me and my friends couldn't figure out how they were making their bullet hole effects look so realistic as they were parallax mapped to give depth, we assumed it was actually taking chunks out of the walls. Really fucking cool technology.

  • @keihze25
    @keihze25 Před rokem +3

    The first time I noticed this technique was when I first went through Fallout 3. I noticed that the bullet holes were more like craters with actual depth, and that blew my mind like nothing else.

  • @pottuvoi2
    @pottuvoi2 Před rokem +7

    Parallax mapping is also a continuation of the old good "voxel" terrain renderers like seen in Commanche and Outcast.
    In those it was common to raysurf or share ray distance between pixels so the ray casting/tracing doesn't have to visit same heightmap texels multiple times.

  • @Legoguy9875
    @Legoguy9875 Před rokem +2

    It continues to impress me the kinds of tricks developers have created to optimize games so well while also making the worlds feel alive. I remember being blown away when I first saw this being used in A Hat in Time (a number of windows in Mafia Island use this technique, or at least something very similar). It does such a convincing job of creating a more authentic environment.

    • @tehf00n
      @tehf00n Před rokem

      You should never work in game dev then. All illusion will be broken. I've not played a game in 12 years that I haven't stared at and spent my time looking at how they made it.
      The best thing about game dev though is there is always something new around the corner. So every now and again we get excited by the tech that you see 2-3 years later but by that time we are bored of it :D

  • @itsmickybroski3806
    @itsmickybroski3806 Před rokem +5

    3:18 LMAO, this is my first time watching any of your videos and I legit thought it was over. Started comment scrolling, realized this video was JUST dropped, then got scared shitless by you talking again. Great humor, great information, awesome video, keep it up

  • @simulify8726
    @simulify8726 Před rokem +24

    Your videos got the some of the best perfect mix of explaining things in video games graphics in more casual way.

  • @ai_is_a_great_place
    @ai_is_a_great_place Před rokem +65

    They need to add a rule in to deal with rooms on the edges of buildings to allow it to look more natural. For example, get rid of doors that would lead to someone walking out of the 7th floor and onto the mains street.

    • @tehf00n
      @tehf00n Před rokem +1

      thats already been done in Unreal Engine 5. Check The Matrix Awakens demo.

    • @wizzenberry
      @wizzenberry Před rokem

      It can be done but sorting is a massive pain in the bum and needs cpu. Im sure spiderman 2 will do it on 1 they were super held back with regards to cpu power

  • @acceptablecasualty5319
    @acceptablecasualty5319 Před rokem +1

    Thank you for your sacrifice. Using a Star Wars gag is a ballsy move in terms of monetization

  • @XonaClan
    @XonaClan Před rokem +6

    So nobody is gonna mention the way he pronounces 'games' like 'James' at 0:01?

  • @qwertycomp9618
    @qwertycomp9618 Před rokem +4

    With meshes being made from triangles, I wonder if that one rectangle was actually two triangle polygons…

  • @on-hv9co
    @on-hv9co Před rokem +4

    In practice parallax mapping is taken a step further and POM(occlusion) is used which is essentially the same technique but with more samples and a LERP

    • @tehf00n
      @tehf00n Před rokem

      I love it when youtube comments know some shit about game dev. What do you work as?

  • @nemo4070
    @nemo4070 Před rokem +3

    That suspense between Jame and game was too perfect 😂

  • @qWSqwedsqw
    @qWSqwedsqw Před rokem +5

    1:50 lil bro got voice crack

  • @samuraireflection
    @samuraireflection Před rokem +1

    stylized station so far your videos have REALLY REALLY REALLY HELPED ME OUT, it was because of you and naruto and wind waker that i found out i wanted to do cell-shaded games and i want to do 2d-3d ones too, your channel was and is becoming the most help for me, thanks man!

  • @Kseals03
    @Kseals03 Před rokem +8

    I'm not a developer but this is very interesting. Is this what they did in the matrix ue5 demo?

  • @justehcupcake
    @justehcupcake Před rokem +1

    Now correct me if I’m wrong, but don’t games generally use triangles for “polygons” making these windows 2 polys?
    Perhaps there are different 3D rendering engines, for games or other software, just curious on that

    • @Super.Whimsy
      @Super.Whimsy Před rokem +1

      You’re correct - this takes more than 1 polygon.
      Many terms or stats in this video are just not used correctly.

  • @Animated_Artist
    @Animated_Artist Před rokem +5

    Yep I did notice that all the rooms lead into one another in spiderman & i did notice they were planes if anything it could of done with more blinds & closed curtains.

  • @RSpudieD
    @RSpudieD Před rokem +9

    Such a cool technique that achieves so much! It's really quite impressive considering how simple it really is. Nice!

  • @Thrashbang
    @Thrashbang Před rokem +27

    Can you make a video on how deformation shaders work? Like when games have snow or mud effects?

    • @Zen-rw2fz
      @Zen-rw2fz Před rokem +6

      Those are just vertex shaders

    • @BestMods168
      @BestMods168 Před rokem +1

      Dude doesn't know. He doesnt even know what he's talking about in this video.

  • @quixd6120
    @quixd6120 Před rokem +2

    4:31 - the door to the middle of nowhere

  • @natepeters8508
    @natepeters8508 Před rokem +6

    1:18 PLEASE seek help jesus christ

  • @foxopgamer3236
    @foxopgamer3236 Před rokem +2

    1:25 THE SWORD ON KAZUHA IM DYING

  • @Conwock
    @Conwock Před rokem +18

    This is really well made and interesting, I love learning how things work that i’d never even considered while playing!
    also that voice crack made me double take lmao

    • @mr.robloxv2866
      @mr.robloxv2866 Před rokem +1

      you are the only other person to talk about that voice crack

  • @mageenderman
    @mageenderman Před rokem +1

    Minor correction wouldn't it be 2 polygons?
    As mentioned it's a plane and a square
    A polygon is a triangle
    You need 2 triangles to make one square

    • @YVZSTUDIOS
      @YVZSTUDIOS Před rokem +2

      well.. to be very precise, polygon just means many-gon/n-gon. So a polygon can be anything from a triangle, quad, pentagon, and so on.
      I think what you're referring to is that a quad is made of 2 triangle aka tris, and that's indeed true 😄

  • @genericineverything7619
    @genericineverything7619 Před rokem +3

    03:11
    Tip: you can make basically any normal map or height map you want to extremely easily by importing your texture into the software called "meshify"

  • @CaptPatrick01
    @CaptPatrick01 Před rokem +1

    I feel parallax rooms look great from afar, but when you get too close the illusion breaks really badly. Furniture painted on the back wall, corner rooms not matching up, doors leading directly to a 20 story drop... perhaps masking the cubemap with semi transparent curtains or blinds to obfuscate the shapes behind them would help sell it immensely.

  • @TheGeekRex
    @TheGeekRex Před rokem +6

    I wonder if you could combine that texture parallax from the bricks with the room parallax, so that the fake room appears to have more depth, such as making the furniture warp a bit as you pan past it.

    • @tehf00n
      @tehf00n Před rokem

      No need. We have a new technique that created a sliced parallax map which gives 100% authenticity on the inside of the room to look like geometry. You literally have to look mega close to figure out if its using it.

    • @BuzzingMeat
      @BuzzingMeat Před rokem +1

      @@tehf00n what is the new technique called

  • @DaxMarko
    @DaxMarko Před rokem +1

    Its so insane to me how parallax mapping manages to work and use less resources on top. Whoever thought of and realized that system is a cream-of-the-top computer genius.

  • @thedatatreader
    @thedatatreader Před rokem +4

    Never would have thought to combine Parallax and cubemaps (which have been used in games forever). Such an elegant yet brilliant solution.

  • @Andy-rf8rr
    @Andy-rf8rr Před rokem

    First time I ever noticed parallax mapping was in Fallout 3 on 360. I was geeking out how the rubble looked 3D even though it wasn't

  • @OxlanderArt
    @OxlanderArt Před rokem +12

    I had looked into how Parallax Mapping worked for the windows back when Spider-Man first came out, but it was hard to understand exactly how it made an ENTIRE room. Your breakdown was very simple and clear, and the Unreal Engine demos around 4:06 really sealed the deal. I love the long environment breakdowns but these shorter videos on specific elements are really great to watch.

  • @33shin33
    @33shin33 Před rokem +1

    If that's what it takes for devs to build up their energy towards more dynamic and more creative and less bugged games I'm totally okay with it because it works.

  • @kijodmioty4102
    @kijodmioty4102 Před rokem +12

    1:15 you play genshin impact, stopped watching this video after that

    • @VulgarInitials
      @VulgarInitials Před rokem

      Thanks for your input

    • @ai-chanherrscherofsalt8109
      @ai-chanherrscherofsalt8109 Před rokem

      ok and?

    • @Zernation
      @Zernation Před rokem +2

      Bro genshin is fine the community isnt
      Just like fortnite, some cods, roblox and any other game

    • @niputaidea1982
      @niputaidea1982 Před rokem +3

      @@Zernation the game is bad the community is trash

    • @spooctus9293
      @spooctus9293 Před rokem

      @@niputaidea1982 and that is your opinion about the game everyone gets to have one

  • @runnerman15
    @runnerman15 Před rokem +2

    First experienced this when playing Forza Horizon 5 when it first launched. I went I to drone mode and noticed that a nearby house had an interior. However u can easily tell that the interior is not fully modeled as playground didn’t put a lot of time into them

  • @VincentG991
    @VincentG991 Před rokem +6

    2:06 The ground is 100000% just using a normal map. These are two completely different things than the projection stuff.

    • @7figurecreatives
      @7figurecreatives Před rokem +3

      thats definitely a parallaxed texture bud. You can tell by looking at how the texture shifts under the character's feet at the camera rotates. a normal map is more static

  • @Slferon
    @Slferon Před rokem

    for anyone curious, ACNH also does this for some of the wallpapers/floors!

  • @awaylp649
    @awaylp649 Před rokem +8

    We use this technique at my studio in animated shorts too
    It's easy, renders very fast and it gives good detail

  • @lolroco
    @lolroco Před rokem +2

    3:26 missed oportunity to put on vsauce music

  • @normalrachael
    @normalrachael Před rokem +3

    i ALWAYS wondered how this was done. great video : )

  • @WKerrick
    @WKerrick Před rokem +1

    this video is insanely good as far as editing, presentation, and content go- but the various audio tracks are all over the place and detracts so much effort

  • @goiviredmi9
    @goiviredmi9 Před 8 měsíci +3

    Gta vi maybe use parallax

    • @Max-yu2yd
      @Max-yu2yd Před 8 měsíci +1

      It’s very likely this is the case, doubt they would allow you to go in a bunch of interiors because of performance issues that may come along

    • @DontTrustGlitch
      @DontTrustGlitch Před 4 měsíci

      ​@@Max-yu2ydactually you cant even see inside of any windows

  • @matteoonate7887
    @matteoonate7887 Před rokem +1

    I'm studying Optics from the book written by Hecht for my next Physics exam, I just barely scratched the surface of how many application it have.
    There is one of these.
    Also Thank Euclide for the first ever treatise on optics, still widely used today.
    He was the first one to shoot a straight line from the eye to create a theoretical model.

  • @haikalrifqinandika8724
    @haikalrifqinandika8724 Před rokem +2

    This is actually ground breaking concept for making video games👌👌

  • @atticusnari
    @atticusnari Před rokem +1

    The parallax mapping in Genshin makes it looks like the player is floating at certain angles. My brain hurts.

  • @HeavySandvichGuy1
    @HeavySandvichGuy1 Před rokem +3

    1:18
    Only in Genshin? Someone has skipped F.E.A.R. or even Payday

  • @blinkybloo
    @blinkybloo Před rokem +1

    1:50 that's one hell of a voice crack

  • @Nuuk_
    @Nuuk_ Před rokem +3

    “I was playing genshin impact”
    -10 respect

    • @Andre-0207
      @Andre-0207 Před rokem +2

      Pov: didn't play the game and you hate it because it's popular to do so. Typical 14 year old behavior

  • @user-rz9ve2it1s
    @user-rz9ve2it1s Před měsícem

    dude i noticed genshin textures acting funky but never in a million years would i think it's connected to spiderman somehow. great video!

  • @cl-7832
    @cl-7832 Před rokem

    At 1:51, I thoroughly enjoyed the slight emphatic tweak to the word "game developers". Good day.

  • @worldofinterestOfficial
    @worldofinterestOfficial Před rokem +2

    You should start uploading in 4k. Considering your channel is about video game graphics and art, I think your channel could greatly benefit from this. Love the videos, by the way!

  • @OnyxLee
    @OnyxLee Před rokem +1

    One room, one polygon. Millions of rooms, millions of polygons.

    • @brandonwithnell612
      @brandonwithnell612 Před rokem

      i think each room isnt unique though, i imagine quite a few are reused and probably randomized so its prolly around a couple hundred or so if i had to guess unless its also randomly enerated, although i dont actually know for certain as i havnt personaly checked

  • @zopenzop2225
    @zopenzop2225 Před 9 měsíci

    Your explanation makes it so much more easier to understand!

  • @maxenite
    @maxenite Před rokem +1

    1:51 I don't know why but I laughed so hard to your voice crack :D

  • @richardg8376
    @richardg8376 Před rokem +1

    My "explain like I'm 5" for parallax mapping is that it's like that cool street art you might have seen online or in person, where someone draws an image on the floor which, when viewed from a specific angle, looks like a 3D image but from the wrong angle just looks like a smear.
    The GPU is doing the same thing, but it's just redrawing that street art every frame based on the angle the camera is at.

  • @BalintCsala
    @BalintCsala Před rokem +1

    2:21 Actually that's a ray, vectors only encode directions, ray have both a direction and a position

  • @genericineverything7619
    @genericineverything7619 Před rokem +2

    You could've mentioned that height mapping is commonly used together with a normal map to simulate the lighting in a way that looks more convincing but guess not

  • @Mark-ry1lw
    @Mark-ry1lw Před rokem +1

    I'm obsessed with your videos. I just watched all of them back to back to back. How have I not seen them until now? very well edited and perfect amount of information. Thank you.

  • @charlie_marrow
    @charlie_marrow Před rokem

    1:51 The way you said Game Developers made me chuckle

  • @Galimeer5
    @Galimeer5 Před rokem +1

    I do a lot of Skyrim modding, especially armor and creatures (which, as far as the game engine is concerned, are basically the same thing). One of my favorite things to do is make a mesh super shiny and change the cubemap. with the right one, you can make a black armor look like it's got the universe baked into the metal.
    I've also done a little bit of work with multi-layer parallax effects, but it's a bit more complex to do with the programs I use.

  • @brnktv
    @brnktv Před rokem

    Normal maps are more appropriate for showing height data from any angle. We started with bump mapping, which used the displacement map to simulate displacement, but bump mapping doesn’t correctly show the shadows or height from all angles. Normal maps do.

  • @poly_flo
    @poly_flo Před rokem +1

    super epic breakdown

  • @-hhazem
    @-hhazem Před rokem +1

    Guys, Stylized Station got shot in a shopping mall shooting in Miami, R.I.P

  • @toapyandfriends
    @toapyandfriends Před rokem +1

    Do you have a tutorial or can you show one where you can do large amounts of buildings quickly as I gotta have a good workflow but that video of spider man on the building up close like that is so awesome

  • @MarcLeoNyu
    @MarcLeoNyu Před rokem

    F.E.A.R. from 2005 uses this technique for bullet holes. When you look at them they're obviously 2D textures but they move according to the player's position giving the feeling of leaving an entire room full of deep holes.

  • @MilkANDMagic
    @MilkANDMagic Před rokem +1

    1:51 that voice crack though

  • @vsetfan2024
    @vsetfan2024 Před rokem +1

    4:46
    Stylized Station: Forza 4
    Also Stylized Station: shows footage of FH5

    • @hotel_arcadia
      @hotel_arcadia Před rokem

      Can you blame him? All Forza games look the same these days lol

    • @vsetfan2024
      @vsetfan2024 Před rokem

      @@hotel_arcadia probably not

  • @Monody512
    @Monody512 Před rokem

    I first noticed this specific technique being used in Borderlands 3.
    I immediately recognized what was going on with it and the cleverness of it made me really happy. :)

  • @smileyera
    @smileyera Před rokem +1

    About the Genshin part, I've always been confused because I see the floor and I'm like: "Hey, this has height and all, it's really well made!", but then I lower the camera and it's all plain and I'm like "Huh? It's a 2D texture?". Lastly I check it from diferent angles and see again the height and get confused lmao

  • @ONIscrooge
    @ONIscrooge Před rokem +1

    New thought. Could someone make a character using parallax mapping from 5 sides of a box simulating each direction of the character? Even better would be to do it from multiple poses to simulate movement.

  • @doctorjcw5857
    @doctorjcw5857 Před rokem +2

    Wait where is the parelax video at that he talked about by the end? 3:00

  • @YellowBriefs
    @YellowBriefs Před rokem

    This trick is also used in SimCity 2013, all buildings look like they have actual interiors

  • @TheGenSmit
    @TheGenSmit Před rokem +1

    In Godzilla vs Kong they used the same technique on the windows of the buildings i and Hong Kong. Since they had built a 1-1 Hong Kong replica in 3D, finding anywhere to trim geometry was key. Parallax Window mapping helped boost the visual feel of the city without adding additional render time.

  • @PixogenPixels
    @PixogenPixels Před 4 měsíci

    I remember when stalker came out and was one of the first games with parallax mapping. I remember spending ages looking at the bricks lol.

  • @Lumpus_
    @Lumpus_ Před rokem +1

    This is probably the most informative video under five minutes I have ever seen.

  • @THENOOBISYOU
    @THENOOBISYOU Před rokem +1

    If you’re confused about what he means about expensive or taxing. It refers to the stress that is being put on your hardware to run the game. You want less stress on stuff that doesn’t really matter compared to stuff that is more important. 😊

  • @shemshem9998
    @shemshem9998 Před rokem

    Are you sure that genshin doesn't just uses backed in shadows or just texture and roughness maps? It's hard to see from just your videos but the tiles shown didnt seem to overlap like they would on hight maps
    Edit: actually I think I see some of the shadows disappear, but the video is too fast and I can't quite see it well on my phone, so could be either option still

  • @Berkzian
    @Berkzian Před rokem

    cheapest, easiest way to FILL SPACE without costing you resources. gotta love it.

  • @BoxKingKevin
    @BoxKingKevin Před rokem

    This entire video was a "well, duh. Did you seriously just figure this out?" type of feel.