"All these will be cherished and emulated as soon as they can be avoided." Unbelievably spot on. I can only imagine telling kids in the 90s that future indie devs will be doing backflips to recreate PSX warbling
An enemy rendered as a datamosh effect of the enironment around it like at 7:30 would honestly be such a amazingly terrifying creature to encounter in a game.
@@pfannkuchengesicht42 Cool thing about this approach here is that Deferred renderers don't really like translucency, so the thing not being transparent will go wroom wroom.
6:56 the mask to make specific objects get data moshed is like the phenomenon with human vision/perception where you see something completely new and your brain hasnt figured out what it is yet
My immediate thought was some sort of horror game that is photorealistic save for a couple elements or maybe an enemy with the datamoshing effect, as if a digital virus has entered the real world, or maybe for something lovecraftian or a biblical angel perhaps
In the last year of my Photography BA, almost a decade ago, I discovered glitch art and became obsessed. Back then it was super tricky to get visually appealing data-moshing and information on how to do it was very well gate-kept... a bit too well infact which made it extruciatingly difficult not just to learn but to explain and justify to my traditionalist tutors. I really hope that somewhere out there is another kid trying to piece together his final project who comes across this video. I dropped photography for a 9-5 pretty much the moment I finished my degree and had all but forgotten about the world of Glitch Art until the UA-cam algorithim blessed me with this video. Thank you for sharing your process so openly, I really hope it inspires a wealth of young digital artists.
gatekeeping is the precondition for real art. "democratization" of technique just leads to pollution. it happened in video games, it happened in movies. and now it will happen to everything because of AI. you will look back on the time things were hard and wish they returned.
@@crazyfrogmix nah man. gatekeeping stuff that's pretty straightforward to do is akin to cheap parlor tricks. real art isn't lessened by knowing the trick behind it.
@@crazyfrogmixshit art will be everywhere that there is good art. that’s, like, the basic nature of quality. there were always shit movies and video games. you’re just blinded by nostalgia.
The Hiss in Control already incorporates the effect into its VFX, along with oily iridescent heat hazes, so at least one eldritch entity has made good use of it so far Still curious to see more ideas for how to use it in horror media
not quite the same, but kind of reminds me of the "villain" of the movie the night house they only kind of show up as weird silhouettes formed by objects in the background, really trippy effect when it first happens
7:05 "every single object in the region has lost its ability keep a constant physical form, meaning a mile of grass can turn into 10 miles of swamp in the blink of an eye, and it does so constantly" - Pacific Drive
Would love to see a full game utilizing these effects. I feel like the plot explanations for why these things are happening could be really cool. Maybe a game where the main character is navigating corrupted digital memories to piece together their own story. Also those Bob Weisz videos are a crazy throwback for me. Watched those at least a decade ago haha. Also I can't believe you have that peepy plushie thing from those really surreal ads I get...
It's not a game centered around it but Control has this effect coming from most enemies, iirc. It's a sort of SCP inspired game so they do have an explanation for the effects, kind of cool, highly recommend!
I absolutely love the effect where specific things have a datamosh mask over them, like they have less than no texture. And I just love the whole idea of datamoshing representing something that can't be perceived, there's so much narrative potential there
Oh yes, my mind immediately went to extra dimensional things that don't belong in our reality. Perhaps also tears in it reality, it portals to other realities. A patch of wall that looks almost normal until something passes in front of it.
This was already the most perfect video and then you had to mention CONTROL ?!? I’m crying 😭 I had no idea how in love I was with this vibe and aesthetic until you captured and created it perfectly
Really nice video showing this effect, it gets the brain heating up imagining how it would fit in different games. I also really like that reflection on "mistakes" in media. Personal opinion, but I like frame drops in games whenever there's a big impact, like a giant explosion or when there's too much stuff on the screen. It feels like whatever is going on is too intense for the machine to handle. It increases the "oomph" of those moments.
FYI Datamoshing is also the explaination behind "ghost" videos where somebody appears or disappears on crappy CCTV cameras. It usualy happens because the object is in a dark area or too far away for the low res camera to recognize until half-way through the object's movement.
The song starting at 8:35 might actually be one of my favorite pieces of music ever made, gives this sense of being nostalgic for the future if that makes sense. I’m crushed that it’s unreleased, cannot wait to hear the whole thing eventually!
I've been hoping somebody would figure this out and it looks just as awesome as I expected it might. I really liked using the depth shader to inform the data moshing. That was super cool! Good to see the Bob Weisz video again.
this is honestly really cool. i dont know a single thing about game development but this guy explains it in a way that makes it really easy to understand and makes me wanna start trying out making games
in regards to the ending of the video. It reminds me that you must first learn realism in drawing before stylization. All this emphasis on realism in gaming is just a stepping stone to making better stylized games
I'm not sure I agree much there... You don't need to draw so well it's nigh identical to a photo to be able to draw well stylised. Videogames have already well gotten past that point.
Yeah not quite right but its in the right direction. As you say, one must LEARN "realism" (what you actually need to learn from is just real life). But there is no need to produce realism. Learn the laws of perspective, anatomy and light yes, but you don't need to draw a hyperrealistic drawing to actually apply these elements. Videogames have always been concerned with emulating parts of real life and that's why incredible stylized games have been around for an easy 3 decades. The effort to replicate reality closer and closer with technology is not necessarily bringing us any closer to a better understanding of reality. That is to say, whether you simulate all light in real time or draw glare on a window into your pixel art, the principle of studying from real life is applied in either case. The latter has nothing to gain from the former existing.
Ray/path tracing looks pretty dope in a lot of stylized games, e.g. Minecraft. It's a technique to more accurately simulate light(ing). Whatever lighting magic Vallheim is doing looks great too, and it looks very realism based and fairly modern too. @@dopaminecloud
One essential thing we are still improving on is physics simulations, and pushes in video game technology for faster physics also helps the sciences, because light, water, and solid body physics have practical applications there. It's not always one-to-one, but they do benefit each other.
One example would be Lethal Company: it combines realistic volumetric lighting with intentional grit, downsampling, edge reinforcement, and of course, somewhat crude models. It is a highly recognizable feature of the game, and perfectly intensifies the horror and the comedy elements at the same time: The lack of visual fidelity allows the players' attention to linger on the dread of the dangerous, surreal, lovecraftian unknown. It amplifies the feelings of losing and finding oneself that the game often induces: the cones of light coming from lamps contrast perfectly against brightness-banded darkness with only one or two shades. Meanwhile, at the same time, the lack of visual fidelity also allows the player to detach and laugh at the absurdity of the crudely-but-lovingly-modeled creatures and items they have to deal with.
This video was awesome to watch man. Wicked visuals, a killer soundtrack & an insightful lesson about datamoshing. It's something I have to implement into my own work at some point, thank you for giving this in depth analysis of the subject!
I love the idea of creating an effect for something that gets just wiped from existence using data moshing instead of just a black void or dust. because when you turn it black, something is still there. but with data moshing, it's like a breakdown of your very senses, unable to perceive the lack of anything and everything.
7:05 Definitely a great effect for a horror type game. Something getting moshed out of or into thin air is pretty spooky! I feel in much the same way as past generations who grew up with black-and-white television disproportionately dream in black-and-white, modern generations have digital media embedded in their imaginations, so effects like these can be strangely dream-like (or nightmarish).
this is so cool! i've been a fan of datamoshing for a while now and it's nice to see how it can be incorporated in other programs rather than video files itself too.
This entire video is so well done, I love seeing technical artists delve into these topics with amazing story-telling at the same time 👌🏽 Keep it up mate, it's so inspiring!
2:25 You are almost right. P-frames and B-frames don't just have motion data. They also record changes in blocks and can even be used as references, themselves. The motion data is recorded in P-frames and B-frames but done so using a variety of motion estimation methods. The result is that P-frames will record how a black pixel moved from pixel 0 to pixel 20 but also contains subpixel information and may even contain new chroma-luma data about a macroblock elsewhere that future frames can reference. They also store information about the pixels that aren't changing if it's relevant.
YOUR MUSIC IS SO FUCKIN GOOD im a producer and i really care about quality stuff that the creator actually cares about, i dont see many creatives really challenge themselves and make momentus pieces of art its really inspiring seeing you succeed creatively in all these fields and reminds me to keep being a bit delusional about finishing projects. i will finish this album now. just know I truly think you are breaking ground. :)) you are the favorite artist's favorite artist
Just wanna say I love this series. I always find joy in listening to someone nerding out but they also want you to be included and have a good time. Also hearing Brian Eno's take on how some "shortcomings" of a medium carry the potential to inspire awe was so interesting. Just goes to show how creative we can be, turning glitches and artifacts into a message that anyone can understand.
I love how you went into this project not wanting to make a horror game and keep making cooler and cooler stuff that would be awesome in a horror game.
There is something truly beautiful, nostalgic, and deeply brain tingly about this video. It makes me nostalgic of all the super artsy nerds who do this kind of work, and just existing in that art space. I’m envious of artists like you.
Datamoshing and Analog Feedback are some of the coolest glitch effects. This is one of the coolest breakdown videos I've seen. Clean music too, dude. You're an incredibly skilled creator.
I LOVE YOU. As a a gamedev I've always wondered and dreamed of how datamoshing and effects similar to it could be achieved and used in video games! GOD, this has opened so many doors! THANK YOU.
This has crazy potential! Would love to see this in a full game. So much cool story telling you can do, so many mechanics than can utilize this, great work!
The outro of this video has got to be one of the most abruptly artful pieces of educational game dev content I've ever experienced. geneuinely beautiful video making.
This is so cool. There is a pair of open-source programs, Sunshine and Moonlight, that are a server and client for NVIDIA's GameStream protocol, they can encode and decode video in real time with very low latency, even over a network. I imagine that one could hack on them (probably Moonlight, the client) to drop I-frames on purpose to create this effect for real
the moment i saw the mosh locked to certain objects, first thing i think, an enemy that walks towards you so you cant percive it clearely....bam exactly that with some darknes to enhance it, absolutely terrifying, love how it works so well.
i love it, and i bet it would work even better combined with the JPEGification shader to introduce the macroblocking and DCT intraframe compression that usually goes along with the heavy inter-frame compression that get associated backin the day with codecs that tended to lose i-frames when played back. good old fashioned DIVX and .avi files of a pirated season of TV on a single-sided DVD-R
11:15 Why do techbros ruin everything in general? There is a reason the below resounds so well. "Sci-Fi Author: In my book I invented the Torment Nexus as a cautionary tale Tech Company: At long last, we have created the Torment Nexus from classic sci-fi novel Don't Create The Torment Nexus"
I love it, it looks so cool and you used it in very creative ways damn. How you also find time to make music on top of this super cool game stuff is beyond me (love your music btw)
I am immediately going to mess about with the scene motion vector in a shader now, I think it could make a cool distress-feeling shader. Also, this was brilliantly put together
3:01 The question of how those tiktok morph videos are made has eaten at me for like 2 years, but i never searched it. Thank you from the bottom of my heart for adding this in the video.
you are out here making the coolest visual effects ive ever seen. acerola is close but your focus on y2k and camcorders and video-specific artifacts is really interesting to me. ty jam2go
Dang, this video was a treat to watch, this channel is GOOD! Gives the Veritasium kinda feel, I think if you keep going like this you will produce high budget videos like him ! SUBSCRIBED!
such a weird little channel. graphics is incredible, its so interesting in all aspects. but im not that interested to know much about it, yet i still find myself watching your videos through to the end. its not just your incredible, catchy editing, the fluidity of your videos is so fun to watch!
Thank you very much for showing how this effect works. In fact, for a very long time I tried to repeat this effect in my game, eventually I abandoned the project because I did not know how to make a datamosh. Enemies at 7 minutes is exactly what I wanted
Found this video at 2:34 AM while being unable to sleep this guy's unbelievably relaxed way to tell things made me able to fall back asleep after finishing the video
HELL yes!! I have been attempting to create this effect from scratch myself for a long time but never got it just right. So cool to see you do a great job at recreating it, might get me to start developing my game again.
I'm working on a horror game called GANGSTALK that is going to be using this effect! You can wishlist it on steam now!
swag
The music you used in this video is ethereal by the way. Good stuff
gangnam stalk
the CIA is ganstanking me. they put a chip in my brain
Looks like it can be used as a stealth cloaking effect
"All these will be cherished and emulated as soon as they can be avoided."
Unbelievably spot on. I can only imagine telling kids in the 90s that future indie devs will be doing backflips to recreate PSX warbling
2030s indie games mimicking AI imagine errors
Don't call me out bro and anyway i do side flip to recreate warbling
@@Forcoy Can't wait for the VQGAN nostalgia 😂
i'm THIS close to doing axels for a better crt-shader
@@Forcoy Janky AI images will definitely be an "aesthetic" in about 10 years, like how ugly Geocities style design has had a comeback
An enemy rendered as a datamosh effect of the enironment around it like at 7:30 would honestly be such a amazingly terrifying creature to encounter in a game.
Dude, especially if they were weeping angel type enemies or something
Just wait for it to be in VotV
It so cool and eldritch
Hiss Distorted from Control kinda look like that. Not exactly, but it's very similar. Extremely unnerving to fight
reminds me of those flesh pigs in cruelty squad
Actually data moshing for a pretty unique cloak effect is a great idea.
kinda reminds me of those cloaking enemies in FEAR 2
@@pfannkuchengesicht42 Cool thing about this approach here is that Deferred renderers don't really like translucency, so the thing not being transparent will go wroom wroom.
I’ve definitely gotta try that someday
Yeah
It looks a lot like "attempts at cloaking" rather than actual successful cloaking, which is super unique and cool
6:56 the mask to make specific objects get data moshed is like the phenomenon with human vision/perception where you see something completely new and your brain hasnt figured out what it is yet
I don't quite understand what you're referring to, does it have a name?
Masking the datamoshing to specific objects is a surreal effect. I genuinely cannot wait to see where this game goes.
Maybe to highlight quest items
My immediate thought was some sort of horror game that is photorealistic save for a couple elements or maybe an enemy with the datamoshing effect, as if a digital virus has entered the real world, or maybe for something lovecraftian or a biblical angel perhaps
@@spinefruit7212 yesss, have you played soma? Object specific data moshing would have been sooo amazing there
Need to play it again
In the last year of my Photography BA, almost a decade ago, I discovered glitch art and became obsessed. Back then it was super tricky to get visually appealing data-moshing and information on how to do it was very well gate-kept... a bit too well infact which made it extruciatingly difficult not just to learn but to explain and justify to my traditionalist tutors. I really hope that somewhere out there is another kid trying to piece together his final project who comes across this video.
I dropped photography for a 9-5 pretty much the moment I finished my degree and had all but forgotten about the world of Glitch Art until the UA-cam algorithim blessed me with this video. Thank you for sharing your process so openly, I really hope it inspires a wealth of young digital artists.
gatekeeping is the precondition for real art. "democratization" of technique just leads to pollution. it happened in video games, it happened in movies. and now it will happen to everything because of AI. you will look back on the time things were hard and wish they returned.
@@crazyfrogmix nuh uh
@@crazyfrogmix nah man. gatekeeping stuff that's pretty straightforward to do is akin to cheap parlor tricks. real art isn't lessened by knowing the trick behind it.
@@crazyfrogmix bro ur an idiot...that's the equivalent of saying that we should gatekeep education because only then we can have smart people
@@crazyfrogmixshit art will be everywhere that there is good art. that’s, like, the basic nature of quality. there were always shit movies and video games. you’re just blinded by nostalgia.
7:20 "...like these objects can't be perceived"
Hmm, might be a sick idea for a scary monster
An eldritch horror thing that can't be perceived. Exactly what I was thinking when he said that, too. So much potential
The Hiss in Control already incorporates the effect into its VFX, along with oily iridescent heat hazes, so at least one eldritch entity has made good use of it so far
Still curious to see more ideas for how to use it in horror media
not quite the same, but kind of reminds me of the "villain" of the movie the night house
they only kind of show up as weird silhouettes formed by objects in the background, really trippy effect when it first happens
I wanna see a creature that’s mostly datamosh, but with eyes that render normally :3
they are invisible while standing still (with maybe a slight fresnel deformation), but they datamosh when moving.
7:05 "every single object in the region has lost its ability keep a constant physical form, meaning a mile of grass can turn into 10 miles of swamp in the blink of an eye, and it does so constantly"
- Pacific Drive
Would love to see a full game utilizing these effects. I feel like the plot explanations for why these things are happening could be really cool. Maybe a game where the main character is navigating corrupted digital memories to piece together their own story.
Also those Bob Weisz videos are a crazy throwback for me. Watched those at least a decade ago haha. Also I can't believe you have that peepy plushie thing from those really surreal ads I get...
mogswamp why are you always in the comments section of stuff i watch wth
@@Ashketchup0912 he's just as much of a nerd as you
It's not a game centered around it but Control has this effect coming from most enemies, iirc. It's a sort of SCP inspired game so they do have an explanation for the effects, kind of cool, highly recommend!
if that's your kinda vibe you'd probably dig memory of a broken dimension a lot. even if it's just a demo and probably will never actually come out
i guess the ads worked. i actually hadn't ever considered the possibility of buying a peepy, but damn they're actually real so maybe i should
New wizard class unlocked: DATAMANCER
When you had the character ragdolling with the datamoshing effect, I immediately thought "that would look cool as a death screen"
It's very similar to enemy deaths in control
didnt they do something similar to this with scp:cb?
13:40 this is why "ufo" videos are like that. This is why video going grainy when a certain objects gets in frame is absolutely terrifying.
that green screen shot w the red lighting in the video game world is soooo cool
YES that shot lives in my head
I used to glitch outside of maps in Halo 3 and this was the effect. Really cool to know what was happening and see it in action
I absolutely love the effect where specific things have a datamosh mask over them, like they have less than no texture. And I just love the whole idea of datamoshing representing something that can't be perceived, there's so much narrative potential there
Oh yes, my mind immediately went to extra dimensional things that don't belong in our reality. Perhaps also tears in it reality, it portals to other realities. A patch of wall that looks almost normal until something passes in front of it.
This channel has a profound appreciation for art, specifically game art. I can appreciate that. Thanks, and I've subbed.
I love how I started following you for your music years ago and you've become a Technomancer. What a ride!
Thanks for sticking around!
Technomancer?!?!?! Starfinder reference?!?!?!
This was already the most perfect video and then you had to mention CONTROL ?!? I’m crying 😭
I had no idea how in love I was with this vibe and aesthetic until you captured and created it perfectly
ikrrr, i was thinking of control the whole video, it could have even been a video inside of control lmaoo
Really nice video showing this effect, it gets the brain heating up imagining how it would fit in different games.
I also really like that reflection on "mistakes" in media. Personal opinion, but I like frame drops in games whenever there's a big impact, like a giant explosion or when there's too much stuff on the screen. It feels like whatever is going on is too intense for the machine to handle. It increases the "oomph" of those moments.
8:25 The video suddenly just became something I would expect to see on Posy's channel
was gonna say this!
FYI Datamoshing is also the explaination behind "ghost" videos where somebody appears or disappears on crappy CCTV cameras. It usualy happens because the object is in a dark area or too far away for the low res camera to recognize until half-way through the object's movement.
Datamoshing, digital glitch effects, AND a Peepy?!
This may be my new favorite channel.
Do I want to know what a peepy is?
Paused the video to look for a comment that mentioned peepy
The song starting at 8:35 might actually be one of my favorite pieces of music ever made, gives this sense of being nostalgic for the future if that makes sense. I’m crushed that it’s unreleased, cannot wait to hear the whole thing eventually!
0:05 Low blood pressure moments.
waking up with low sugar
This comment just ruined my life
Yep lol. Blacking out suuuuuckkkkkssssss
I've been hoping somebody would figure this out and it looks just as awesome as I expected it might. I really liked using the depth shader to inform the data moshing. That was super cool! Good to see the Bob Weisz video again.
Closing out with that Brian Eno quote was perfection
this is honestly really cool. i dont know a single thing about game development but this guy explains it in a way that makes it really easy to understand and makes me wanna start trying out making games
Holy shit wake up babe your favorite game dev UA-camr's favorite game dev UA-camr posted
omg my favourite game dev UA-camr's favourite game dev UA-camr is also my favourite game dev UA-camr O:
so cute 🥰
Thank you Jay!!!
truly, the Chappel Roan of game developers
@@alexathegator J A M T O G O
I especially like when you got the glitches to happen in sync to the music. So cool.
in regards to the ending of the video. It reminds me that you must first learn realism in drawing before stylization. All this emphasis on realism in gaming is just a stepping stone to making better stylized games
I'm not sure I agree much there... You don't need to draw so well it's nigh identical to a photo to be able to draw well stylised. Videogames have already well gotten past that point.
Yeah not quite right but its in the right direction. As you say, one must LEARN "realism" (what you actually need to learn from is just real life). But there is no need to produce realism. Learn the laws of perspective, anatomy and light yes, but you don't need to draw a hyperrealistic drawing to actually apply these elements. Videogames have always been concerned with emulating parts of real life and that's why incredible stylized games have been around for an easy 3 decades. The effort to replicate reality closer and closer with technology is not necessarily bringing us any closer to a better understanding of reality. That is to say, whether you simulate all light in real time or draw glare on a window into your pixel art, the principle of studying from real life is applied in either case. The latter has nothing to gain from the former existing.
Ray/path tracing looks pretty dope in a lot of stylized games, e.g. Minecraft. It's a technique to more accurately simulate light(ing). Whatever lighting magic Vallheim is doing looks great too, and it looks very realism based and fairly modern too. @@dopaminecloud
One essential thing we are still improving on is physics simulations, and pushes in video game technology for faster physics also helps the sciences, because light, water, and solid body physics have practical applications there. It's not always one-to-one, but they do benefit each other.
One example would be Lethal Company: it combines realistic volumetric lighting with intentional grit, downsampling, edge reinforcement, and of course, somewhat crude models. It is a highly recognizable feature of the game, and perfectly intensifies the horror and the comedy elements at the same time:
The lack of visual fidelity allows the players' attention to linger on the dread of the dangerous, surreal, lovecraftian unknown. It amplifies the feelings of losing and finding oneself that the game often induces: the cones of light coming from lamps contrast perfectly against brightness-banded darkness with only one or two shades.
Meanwhile, at the same time, the lack of visual fidelity also allows the player to detach and laugh at the absurdity of the crudely-but-lovingly-modeled creatures and items they have to deal with.
This video was awesome to watch man. Wicked visuals, a killer soundtrack & an insightful lesson about datamoshing. It's something I have to implement into my own work at some point, thank you for giving this in depth analysis of the subject!
I love the idea of creating an effect for something that gets just wiped from existence using data moshing instead of just a black void or dust. because when you turn it black, something is still there. but with data moshing, it's like a breakdown of your very senses, unable to perceive the lack of anything and everything.
this is honestly incredible, I cannot WAIT to see this implemented in future. Theres probably millions of ways to use this
7:05 Definitely a great effect for a horror type game. Something getting moshed out of or into thin air is pretty spooky! I feel in much the same way as past generations who grew up with black-and-white television disproportionately dream in black-and-white, modern generations have digital media embedded in their imaginations, so effects like these can be strangely dream-like (or nightmarish).
this is so cool! i've been a fan of datamoshing for a while now and it's nice to see how it can be incorporated in other programs rather than video files itself too.
This is so sick!! You and Acerola should make some weird shaders together, his real time pixelsorting vid is also super dope
Acerola is so good!
haha I thought this was an Acerola video at first bc the profile pics are similar
This entire video is so well done, I love seeing technical artists delve into these topics with amazing story-telling at the same time 👌🏽 Keep it up mate, it's so inspiring!
This video is game dev in its most artful form, from the explanation of the effects to the extremely fitting music, what an experience.
The philosophical speech in prose over a guitar toward the end of the video had a FLCL vibe, and I mean that in the most complimentary way
I only heard of data moshing before playing this video because I often seen it paired with loud screaming memes to appear funnier.
like those vids of Peter griffin injuring his knee or eating a rice cake and absolutely spazzing out the video
so funny
the most boomer way of explaining anything ever
2:25 You are almost right. P-frames and B-frames don't just have motion data. They also record changes in blocks and can even be used as references, themselves.
The motion data is recorded in P-frames and B-frames but done so using a variety of motion estimation methods. The result is that P-frames will record how a black pixel moved from pixel 0 to pixel 20 but also contains subpixel information and may even contain new chroma-luma data about a macroblock elsewhere that future frames can reference. They also store information about the pixels that aren't changing if it's relevant.
YOUR MUSIC IS SO FUCKIN GOOD
im a producer and i really care about quality stuff that the creator actually cares about, i dont see many creatives really challenge themselves and make momentus pieces of art its really inspiring seeing you succeed creatively in all these fields and reminds me to keep being a bit delusional about finishing projects. i will finish this album now. just know I truly think you are breaking ground. :)) you are the favorite artist's favorite artist
Great work and explanation! I find it looks super inspiring and artful to play around with 😁
Just wanna say I love this series. I always find joy in listening to someone nerding out but they also want you to be included and have a good time. Also hearing Brian Eno's take on how some "shortcomings" of a medium carry the potential to inspire awe was so interesting. Just goes to show how creative we can be, turning glitches and artifacts into a message that anyone can understand.
You are one of the very few creators on this platform that make me feel things only my soul understands.
I love how you went into this project not wanting to make a horror game and keep making cooler and cooler stuff that would be awesome in a horror game.
There is something truly beautiful, nostalgic, and deeply brain tingly about this video. It makes me nostalgic of all the super artsy nerds who do this kind of work, and just existing in that art space. I’m envious of artists like you.
Datamoshing and Analog Feedback are some of the coolest glitch effects. This is one of the coolest breakdown videos I've seen. Clean music too, dude. You're an incredibly skilled creator.
Thank you!
Wow. I don't even know what else to say - I'm blown away by the beauty in this video. You've instantly earned a subscriber!
Accidentally made the best cloaking ever 6:32
this is beautiful, nice editing, nice music, and a cool implementation of effects. it's dope to feel your creativity
I LOVE YOU. As a a gamedev I've always wondered and dreamed of how datamoshing and effects similar to it could be achieved and used in video games! GOD, this has opened so many doors! THANK YOU.
All of these deep dive videos are fascinating, and I'm really glad that you're sharing this knowledge with everyone in such an engaging way!
Your explanation of data moshing is really good! I knew what it was but you explained it in a way that made me really understand how it behaves
Glad it was helpful!
Absolutely amazing. One of the coolest UA-cam videos I've seen in a while!
Absolutely stunning work. Thank you!
Glad you liked the plugin :)
Thanks again!
this video isnt just good as an informative piece, but is incredibly entertaining and more than worthy of artistic merit. godspeed you renaissance man
8:42 This is adorable
One of the coolest game dev videos I've ever seen! So well edited and scripted, and the actual datamosh shader is sick
7:00
Imagine implementing an actual, true-to-vision lovecraftian creature. This idea is just begging to be put into a boss battle.
Bullet hell boss with datamoshed projectiles would be sick
1:18 i am so glad you mentioned the ok go video because wtf started playing in my head as soon as you started demonstrating the effect
So cool !! And was very pleasently surprised by the Brian Eno quote moment at the end of the video, it was perfect
This has crazy potential! Would love to see this in a full game. So much cool story telling you can do, so many mechanics than can utilize this, great work!
The real time datamoshing at 4:30 really reminds me of some of the effects in control the videogame!
EDIT: damn you beat me to it
damn both y’all beat me to it lol
Can I just say that the music was so on point? Made a super cool effect absolutely unreal.
theres a lot of really cool stuff in this video. I feel inspired to experiment with 3d environments and shaders again
Yesss
The outro of this video has got to be one of the most abruptly artful pieces of educational game dev content I've ever experienced. geneuinely beautiful video making.
This is so cool. There is a pair of open-source programs, Sunshine and Moonlight, that are a server and client for NVIDIA's GameStream protocol, they can encode and decode video in real time with very low latency, even over a network. I imagine that one could hack on them (probably Moonlight, the client) to drop I-frames on purpose to create this effect for real
the moment i saw the mosh locked to certain objects, first thing i think, an enemy that walks towards you so you cant percive it clearely....bam exactly that with some darknes to enhance it, absolutely terrifying, love how it works so well.
That Brian Eno quote was a perfect end to this video. Thank you for sharing that.
This is art. Amazing work
i love it, and i bet it would work even better combined with the JPEGification shader to introduce the macroblocking and DCT intraframe compression that usually goes along with the heavy inter-frame compression that get associated backin the day with codecs that tended to lose i-frames when played back. good old fashioned DIVX and .avi files of a pirated season of TV on a single-sided DVD-R
I always like games who actually go for interesting effects instead of just becoming more realistic.
11:15 Why do techbros ruin everything in general? There is a reason the below resounds so well.
"Sci-Fi Author: In my book I invented the Torment Nexus as a cautionary tale
Tech Company: At long last, we have created the Torment Nexus from classic sci-fi novel Don't Create The Torment Nexus"
ngl this actually works pretty well for telling the difference between inventing and creating
I love it, it looks so cool and you used it in very creative ways damn. How you also find time to make music on top of this super cool game stuff is beyond me (love your music btw)
these videos are so fascinating to watch, you're doing amazing stuff jam
Thank you!
I absolutely love the tracks that you have created for this video, adding some of these to my playlist
2:13 I'm not looking at you I'm looking at the cat
we love data-moshed kitty
I am immediately going to mess about with the scene motion vector in a shader now, I think it could make a cool distress-feeling shader. Also, this was brilliantly put together
8:56 m a x w e l l
3:01 The question of how those tiktok morph videos are made has eaten at me for like 2 years, but i never searched it. Thank you from the bottom of my heart for adding this in the video.
Damn... I got mentioned at 4:50 :O
Great video, truly an amazing effect
incredible video loved the quote at the end and seeing how conceptually easy the effect is too
9:39 now that could be some great _"reality collapsing"_ effects
you are out here making the coolest visual effects ive ever seen. acerola is close but your focus on y2k and camcorders and video-specific artifacts is really interesting to me. ty jam2go
3:11 is what I see after my lobotomy
that's sick. what a fantastic work. hope more in future!!
6:55 I'm praying that Insomniac uses this for their next Spider-Man game for Miles' cloak effect, I just hate the current blue one.
Dang, this video was a treat to watch, this channel is GOOD! Gives the Veritasium kinda feel, I think if you keep going like this you will produce high budget videos like him ! SUBSCRIBED!
love the digital psych vibe, reminds me of the windows media player visualisations lol
Yesss, I think a bunch of those are built off of feedback effects
@@Jam2go makes sense! if youre ever stuck for ideas a video on reverse engineering them would be insanely cool
such a weird little channel. graphics is incredible, its so interesting in all aspects. but im not that interested to know much about it, yet i still find myself watching your videos through to the end. its not just your incredible, catchy editing, the fluidity of your videos is so fun to watch!
can I just say, 9:35 is a masterpiece on its own
Thank you very much for showing how this effect works. In fact, for a very long time I tried to repeat this effect in my game, eventually I abandoned the project because I did not know how to make a datamosh. Enemies at 7 minutes is exactly what I wanted
So glad I subscribed to you after your 3rd person video. I feel like we share a brain of abusing artifacts in a controlled way as effects!
Found this video at 2:34 AM while being unable to sleep
this guy's unbelievably relaxed way to tell things made me able to fall back asleep after finishing the video
9:28 how about no
I was like 😮 so called out
This took me right back to the demo scene of the '90s! Thank you!
illegal. amazing. terrifying. delish. 10/10
HELL yes!! I have been attempting to create this effect from scratch myself for a long time but never got it just right. So cool to see you do a great job at recreating it, might get me to start developing my game again.