very useful info! whoever's editing these videos, though, please stop cutting away from the slides because you make it much harder to follow his explanation. (e.g. 37:22)
Exactly, everyone is looking at the screen and he is explaining stuff, but the camera shows the guy with the empty stage, which is at that point the least important.
I love stuff like this, collectively it's absolutely insanely complex, but the moment you look a just one part of it, it shatters into large simple chunks.
The sheer amount of analysis, scrutiny, care and effort that went into creating these procedural environment systems i understand was to help expedite progress for the artists, but it also helps the player totally immerse and lose themselves into the gorgeous landscape and makes the world feel so alive. I spent most of my time joyfully exploring the wilderness at my leisure and taking screenshots of the scenery around me on my journey. This game is a work of art in all ways.
Great job from Guerilla. I'm walking around the game world for days now, taking clips of the gorgeous landscape for my videos. Guess I will never leave the "Embrace". LOL
Reminds me of an advanced version of infini Grass and other vegetation placement tools on Unity. The difference between professional and hobby level tools.
It's mixed. The height map, texturing and several assets are stored on the disc. The whole world layout in terms of basic terrain (height map, steepness, moisture and so on) is there on the disc and this information is used as input in combination with a graph to define placement maps for the remaining vegetation, effects, and gameplay assets. They use World Machine for the terrain, which is very slow. That's why I think they have the terrain with erosion on the disc. It's difficult to say where the draw the line, since even placement maps could theoretically be put on the disc, but it seems they are calculating them on the run.
He was asking if it was possible to extend this system to place lights and shadows (like some sort of ambient occlusion for example). The answer was that this is already possible in the given system.
@@sounavaghosh "You probably didn't play properly" or maybe opinions are not objective facts? Meaning your opinion being different from someone else's opinion is not a logical contradiction. Lucky for both of you that means that you are BOTH right! Everybody wins! How neat is that?
But Farcry5 was developed for 3years+ by over 1000 people spread across 6 internal Studios at Ubisoft . While HZD was done by 1 Studio with 300People. So it will be schocking if what you said is't true lol
Ulrich Leukam haha fair enough, I meant no hate, HZD is awesome, I just saw a talk recently about FC5 world editor and the procedural elements are almost exactly the same kinds of systems at work here. I honestly love this tech, what a time to be alive :)
@Artisan yo chill tf out lmao, it was a throwaway comment about how the systems are similar. I'm no graphics programmer, but I have enough of an interest to see the similarities. They both use houdini as a procedural tool to ensure aesthetic consistency to aid the workflow of artists, having different "biome/density" brushes for all the different kinds of foliage and other decoration, they are layered such that placing roads is accounted for within the procedural generation... You wanna talk down to someone on the internet to feel good about yourself and end up looking like a complete asshole, that's your prerogative, but you know nothing about me or anyone else you wanna accuse of having brain damage, just check yourself yeah? 😂
enviro in this game sill looks generic in most places, although it's not as bad as in ubisoft games.... and yes these game can sell millions but they're not legendary titles...
THE SOLE Fact they even consider baking on a cpu most likely under Intel stupid reign over the industry baffles the shit out of me??? Me as someone who never was a smartass but always argued that gpu should handle majority of the workflow, not the cpu and the industry is barely thinking this???? SERIOUSLYYY GUERILLA GAMES!!! KZ2 I HOPE to god you did not do this... DAMMNIT!!!
All vegetation assets by three people. All environment logic by one person. Absolutely incredible!
19:53
"it just works"
sir you earned the right to say it
xD
xD
15:25
“It just works.”
😉😉👌🏻
Cole Edits clearly not made by Bethesda.
@@roshe7887 Or Nvidia.
very useful info! whoever's editing these videos, though, please stop cutting away from the slides because you make it much harder to follow his explanation. (e.g. 37:22)
The slides are always free to read on GDCvault afaik.
@@lukassberg7850 Sure, but it's kinda absurd if we have to load up a slide-show in a separate window to follow along with a video.
Exactly, everyone is looking at the screen and he is explaining stuff, but the camera shows the guy with the empty stage, which is at that point the least important.
Love how he keeps saying "Its fairly simple!"
I love stuff like this, collectively it's absolutely insanely complex, but the moment you look a just one part of it, it shatters into large simple chunks.
For him
The sheer amount of analysis, scrutiny, care and effort that went into creating these procedural environment systems i understand was to help expedite progress for the artists, but it also helps the player totally immerse and lose themselves into the gorgeous landscape and makes the world feel so alive. I spent most of my time joyfully exploring the wilderness at my leisure and taking screenshots of the scenery around me on my journey. This game is a work of art in all ways.
Great job from Guerilla. I'm walking around the game world for days now, taking clips of the gorgeous landscape for my videos. Guess I will never leave the "Embrace". LOL
Reminds me of an advanced version of infini Grass and other vegetation placement tools on Unity. The difference between professional and hobby level tools.
For no particular purpose, I want to load up this tool and go on a world creation spree.
Is a purpose needed? I do too 😂
SLAP A GOOD UI ON IT AND SELL IT AS A SEPARATE GAME
they could swll that as a tool... for like 5k per seat licence xD
This is amazing. I hope this would be a baseline on all game dev tools.
I first learned about frustum culling from horizon zero dawn's video on occlusion culling, good stuff.
The slides are available here : www.slideshare.net/guerrillagames/gpubased-procedural-placement-in-horizon-zero-dawn
And it’s coming to PC, I hope to see it in 60FPS.. will be a sight to behold.
🤢🤮
This engine is insane!
Dear GDC team, I think 720p is a bit high resolution for a video with a talk about graphics. 360p would be anough.
Impressive! Their Decimae Engine is very impressive indeed. Wish it was available on the PC.
Slide at 17:56 explains the entire AAA game industry.
Thats fine and all but what do I do with the Bluegleam?
"Hand polished manually"
Jaap van Muijden - 2017
I still don't get it: does this idea/algorithm running during gameplay or during game development and after that stored on disk as finished map.
During gameplay, but with somethings on the disk
It's mixed. The height map, texturing and several assets are stored on the disc. The whole world layout in terms of basic terrain (height map, steepness, moisture and so on) is there on the disc and this information is used as input in combination with a graph to define placement maps for the remaining vegetation, effects, and gameplay assets. They use World Machine for the terrain, which is very slow. That's why I think they have the terrain with erosion on the disc. It's difficult to say where the draw the line, since even placement maps could theoretically be put on the disc, but it seems they are calculating them on the run.
@@Heruwath007 thank you!
45:22 next game? Does he mean HZD2? 😁
Almost certainly yes, it's common knowledge that they're working on it.
Wandering who was this last (and more interesting), french accent, person's question ?
He was asking if it was possible to extend this system to place lights and shadows (like some sort of ambient occlusion for example).
The answer was that this is already possible in the given system.
Lesser manpower demand More powerful tool.
nice talk
Its good, i like!
It's cool and all but we'll never get our hands on it. I can make my own. I'll see you in 7 years.
Cyberfoxxy For a single dev its waaay faster to learn this than handcrafting a whole world all alone
16:40 woah
Remember how wet unreal engine fanboys got when this same tech (albeit slightly deeper)was integrated in UE5.
We NEED Horizon Zero Dawn PSVR ❤️
OMG yes
ACG took me here
so much tech for a such mid game.
Can this technology fix the story?
Appreciate this, this is amazing regardless of the story.
What are you talking about... The story is one of the best ever. You probably didn't play properly
@@sounavaghosh "You probably didn't play properly" or maybe opinions are not objective facts? Meaning your opinion being different from someone else's opinion is not a logical contradiction. Lucky for both of you that means that you are BOTH right! Everybody wins! How neat is that?
@@sounavaghosh Agree, easily one of the best stories in videogames ever
@@PuluSus absolutely
Bit late?
Never finished this game, thought it was boring, but the tech are cool
FarCry 5 did it better
But Farcry5 was developed for 3years+ by over 1000 people spread across 6 internal Studios at Ubisoft . While HZD was done by 1 Studio with 300People. So it will be schocking if what you said is't true lol
Ulrich Leukam haha fair enough, I meant no hate, HZD is awesome, I just saw a talk recently about FC5 world editor and the procedural elements are almost exactly the same kinds of systems at work here. I honestly love this tech, what a time to be alive :)
@Artisan yo chill tf out lmao, it was a throwaway comment about how the systems are similar. I'm no graphics programmer, but I have enough of an interest to see the similarities. They both use houdini as a procedural tool to ensure aesthetic consistency to aid the workflow of artists, having different "biome/density" brushes for all the different kinds of foliage and other decoration, they are layered such that placing roads is accounted for within the procedural generation... You wanna talk down to someone on the internet to feel good about yourself and end up looking like a complete asshole, that's your prerogative, but you know nothing about me or anyone else you wanna accuse of having brain damage, just check yourself yeah? 😂
it was not certainly not the graphics that made me stop playing the campaign...
Doctor, it hurts when I read
too bad the game is bland other than graphics...extremely shallow
uh, this is what many indie devs do for many years. glad first aaa companies finally catch up
Many indie devs write custom gpu based real-time procedural placement that handles hundreds of thousands of objects? Can you give some examples?
enviro in this game sill looks generic in most places, although it's not as bad as in ubisoft games.... and yes these game can sell millions but they're not legendary titles...
THE SOLE Fact they even consider baking on a cpu most likely under Intel stupid reign over the industry baffles the shit out of me???
Me as someone who never was a smartass but always argued that gpu should handle majority of the workflow, not the cpu and the industry is barely thinking this????
SERIOUSLYYY
GUERILLA GAMES!!! KZ2 I HOPE to god you did not do this... DAMMNIT!!!
Are you okay?