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
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.
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.
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.
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’.
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.
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.
@@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
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.
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 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.
@@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.
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.
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
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.
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.
@@WTFBOOMDOOM I played the Serious Sam: The First Encounter it doesn't have tesselation, also i sreach on UA-cam i didn't find one, will you show me proof a video or gameplay photo please
@@FantasyNero Search for Serious Sam TruForm here on UA-cam, 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.
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
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
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
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!
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.
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.
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.
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
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.
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.
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."
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"
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?
@@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.
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.
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.
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.
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
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.
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.
Fantastic concept! Presentation is also well done as always. There are some channels out there covering this for some other engines too, but once you know the approach, you could probably implement that in any engine that supports custom shaders.
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.
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
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
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.
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 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
@@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
@@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
"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
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.
THANK YOU for explaining this! I could tell something really cool was going on with the Spider-Man windows but didn't even consider that it could be a texture trick - in isolation the rooms look so ridiculously detailed! Is this also how they manage the "reflections" of the windows on the skyscrapers? With RTX off it uses random skyline images beaded on your approximate surroundings (random office buildings in downtown, trees in central park, apartments in Harlem) instead of the actual surroundings.
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
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
That is crazy! I didn’t know about this any more than surface level. But holy moly people that do computer graphics have to be some of the most creative people around
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.
first game i know of to use parallax mapped surfaces is elder scrolls oblivion, way back at the launch of the xbox 360. it made an impression on me and i wondered why we went so long with this technique being kinda burried after that. it wasn't used too much for a few years
I worked with this a bit in an old game called rigs of rods, it works really nice for the rooms! but in the old game I had some issues with the textures.
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
I've read about parallax mapping in a game journal in 2008. Before there was bump mapping, much simpler technic, used in doom3 or first CoD. Parallex was described as most advanced at the time. Glad to see how it all improves still.
Just came across your channel. I subbed. I am a solo game dev... and your videos and gold mine of information for game devs. Thank you for your videos.
It'd be cool if u would do a video about normal vs. bump vs. height vs. parallax vs. displacement maps, as the terminology is often times confusing. Thanks so much!
Blade and Sorcery uses this as well to conceal unloaded areas you would see through open doors. The only issue is that it isn't replaced with the next loaded area before the effect is noticeable to to the player.
I had a lot of fun messing around in the Unreal Engine 5 Matrix demo to look into the Paralax Mapping rooms and how they connected to totally different rooms that didn't make sense.
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"
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.
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. :)
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
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.
Honestly whilst playing both Spider-Man games I never took the time to look into any of the buildings because I assumed all I'd see is a curtain and my reflection. Mowing this now, that's super cool!
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
Its a mix of POM and tessellation.
i always wondered why RDR2 is so detailed , i thought its the game engine that can render normal map in such an amazing way
I thought you were trying to say R2D2 at first 😂
@@asovamain4292 same
Bro I read that as R2D2💀
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.
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.
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.
@@prezadent1 lmao
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
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’.
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.
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
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.
@@Mempler The character will still look like they're sliding on the ground.
@@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
@@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?
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
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.
What game is 0:57 ?
@@KFUPMar Ori. Can't tell which part of the game series it is tho.
@@snowtrooper3871 thanks!
Finally it's here the clip you all wanted.
ua-cam.com/video/b0n29v2MJEc/v-deo.html
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
Older games have used this technique. I think gta 5 has some of this but well it's old so it's less better
@@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.
Older games, and even lots of modern games, seem to be happy to just use a texture of a window
@@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.
@@tehguitarque I was playing Hitman Blood Money (2006) and noticed something like it being used for some textures like wooden planks and buttons
1:51 my boy is on puberty
2:27 too.
What?!
Haha
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.
voice crack
@@nsa3967 indeed
@@nsa3967 nah he dropped the soap
gAAme
nice one
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
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.
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.
@@WTFBOOMDOOM I played the Serious Sam: The First Encounter it doesn't have tesselation, also i sreach on UA-cam i didn't find one, will you show me proof a video or gameplay photo please
@@FantasyNero Search for Serious Sam TruForm here on UA-cam, 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.
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
Ironically most 2d games these days are faked in 3d.
@@agsystems8220 don't hate the game hate the player
Restrictions are a boon to creativity. I suppose another way to put it is: Necessity is the mother of invention
@@agsystems8220 Shovel Knight is an example of this. The game is actually in 3D.
@@hipjoeroflmto4764 Way to take a phrase out of context, lmao.
it looks so good and works really well especially when you're just swinging by them real fast
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
0:20 and 4:05 - Nice to see our maps as part of the explanation, very well done video :)
1:50
Nice voice crack
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.
@AndrewWithEase11 11 Bad day?
@AndrewWithEase11 11 Then work on your general attitude.
Whoa, what happened here?
@@TheJungaBoon I have no idea.
O, the guy seems to have deleted his original comment.
@AndrewWithEase11 11 I didn't. Just can't see it.
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
It’s not immersive at all. Ever heard of curtains and blinds?
This is probably considerably cheaper than reflections. :D
@BlueDart28 I would say it's still better than just flat textures without any depth
@@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
@@papichulo8749 I live in a major city. Maybe mine has businesses that actually care about security and privacy. 🤡🤡🤡🤡🤡
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!
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.
1:51 Hardest voice crack on yt
2:52 your pc is FIGHTING bro
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.
Your videos got the some of the best perfect mix of explaining things in video games graphics in more casual way.
1:51 voice crack
Thank god I wasn’t the only one that noticed
I noticed that lol
Game deVelopers
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.
Such a cool technique that achieves so much! It's really quite impressive considering how simple it really is. Nice!
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
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.
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.
That suspense between Jame and game was too perfect 😂
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."
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"
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?
@@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.
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.
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.
Fascinating. Thank you for the video! I had been wondering about this for a while.
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.
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
make fun of my voice crack over here
I mean you play genshin so it's acceptable. Cool video tho
Bro your voice at 1:50 💀💀
ok 👍
You better call your mom
someone can’t handle hate 😂
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.
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.
@@tehf00n what is the new technique called
Fantastic concept! Presentation is also well done as always. There are some channels out there covering this for some other engines too, but once you know the approach, you could probably implement that in any engine that supports custom shaders.
Thank you for your sacrifice. Using a Star Wars gag is a ballsy move in terms of monetization
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.
thats already been done in Unreal Engine 5. Check The Matrix Awakens demo.
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
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
I love it when youtube comments know some shit about game dev. What do you work as?
it’s tough to make a video this short which contains this much information. the concept is clear. thank you
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.
Can you make a video on how deformation shaders work? Like when games have snow or mud effects?
Those are just vertex shaders
Dude doesn't know. He doesnt even know what he's talking about in this video.
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.
This guy is obsessed with genshin. He finds a way to mention it in almost every video
@@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
@@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
@@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
"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
Great video! Educational and interesting, but short and with no unnecessary filler
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.
I'm not a developer but this is very interesting. Is this what they did in the matrix ue5 demo?
Yes, same technique.
So nobody is gonna mention the way he pronounces 'games' like 'James' at 0:01?
THANK YOU for explaining this! I could tell something really cool was going on with the Spider-Man windows but didn't even consider that it could be a texture trick - in isolation the rooms look so ridiculously detailed! Is this also how they manage the "reflections" of the windows on the skyscrapers? With RTX off it uses random skyline images beaded on your approximate surroundings (random office buildings in downtown, trees in central park, apartments in Harlem) instead of the actual surroundings.
Thank you for the video, beautifully explained a very technical element of Game Art!
With meshes being made from triangles, I wonder if that one rectangle was actually two triangle polygons…
Yeah
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
you are the only other person to talk about that voice crack
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
That is crazy! I didn’t know about this any more than surface level. But holy moly people that do computer graphics have to be some of the most creative people around
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.
1:50 lil bro got voice crack
This tutorial is what I have been looking for when I started using game engines like UE4. Very well explained man. Great video
Your explanation makes it so much more easier to understand!
We use this technique at my studio in animated shorts too
It's easy, renders very fast and it gives good detail
Never would have thought to combine Parallax and cubemaps (which have been used in games forever). Such an elegant yet brilliant solution.
What an awesome explanation of a technique I knew the name of but never really how knew how it worked. Thanks!
1:51 I don't know why but I laughed so hard to your voice crack :D
1:18 PLEASE seek help jesus christ
i ALWAYS wondered how this was done. great video : )
first game i know of to use parallax mapped surfaces is elder scrolls oblivion, way back at the launch of the xbox 360. it made an impression on me and i wondered why we went so long with this technique being kinda burried after that. it wasn't used too much for a few years
I worked with this a bit in an old game called rigs of rods, it works really nice for the rooms! but in the old game I had some issues with the textures.
1:15 you play genshin impact, stopped watching this video after that
Thanks for your input
ok and?
Bro genshin is fine the community isnt
Just like fortnite, some cods, roblox and any other game
@@Zernation the game is bad the community is trash
@@niputaidea1982 and that is your opinion about the game everyone gets to have one
2:06 The ground is 100000% just using a normal map. These are two completely different things than the projection stuff.
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
great video! straight to the point and really clear explanation
I've read about parallax mapping in a game journal in 2008. Before there was bump mapping, much simpler technic, used in doom3 or first CoD. Parallex was described as most advanced at the time. Glad to see how it all improves still.
This is actually ground breaking concept for making video games👌👌
Gta vi maybe use parallax
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
@@Max-yu2ydactually you cant even see inside of any windows
I love these videos man keep it up
awesome video! that star wars credits gag was incredible. here's one for the algorithm!
1:18
Only in Genshin? Someone has skipped F.E.A.R. or even Payday
“I was playing genshin impact”
-10 respect
Pov: didn't play the game and you hate it because it's popular to do so. Typical 14 year old behavior
I love your content it's always straight to the point
This is super interesting. I love learning about game development, and this combines my love of optical illusions
Just came across your channel. I subbed. I am a solo game dev... and your videos and gold mine of information for game devs. Thank you for your videos.
It'd be cool if u would do a video about normal vs. bump vs. height vs. parallax vs. displacement maps, as the terminology is often times confusing. Thanks so much!
This video was amazing I wish it was longer
I absolutely love this technique. I often stop and look through windows to see it playing out.
for anyone curious, ACNH also does this for some of the wallpapers/floors!
Blade and Sorcery uses this as well to conceal unloaded areas you would see through open doors. The only issue is that it isn't replaced with the next loaded area before the effect is noticeable to to the player.
I had a lot of fun messing around in the Unreal Engine 5 Matrix demo to look into the Paralax Mapping rooms and how they connected to totally different rooms that didn't make sense.
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"
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.
Ok wow ! This is a great technique. So elegant and efficient
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. :)
Criminally underrated channel - great explanation that allows me, someone who didn’t even know what the word meant, to understand the concept!
It reminds me of those 3D cards you would get in the 90's that change when you angle them a bit.
This is probably the most informative video under five minutes I have ever seen.
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
super epic breakdown
very fascinating technique. appreciate the cool and detailed explanation
I've seen stuff like this in LEGO games like LEGO Incredibles. It's very interesting.
0:59 YOOOO ORI THAT GAME IS SO GOOOOD
1:51 The way you said Game Developers made me chuckle
Nicely explained. Thank you.
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.
I LOVE GVK I LOVE GVK I LOVE GVK
Honestly whilst playing both Spider-Man games I never took the time to look into any of the buildings because I assumed all I'd see is a curtain and my reflection. Mowing this now, that's super cool!
The parallax mapping in Genshin makes it looks like the player is floating at certain angles. My brain hurts.