A Game Engine Built For Optimisation

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  • Опубліковано 15 тра 2024
  • Download the source code for the game engine and all my videos here: / vercidium
    I spent the past 6 years creating a game engine and I've been shocked at the things that can make or break performance.
    I've compared 2 sunlight rendering methods and created a 3rd method that runs 70x faster.
    Music is Irradiant and Spirit by Disjoint Square
    disjointsquare.bandcamp.com
    Timestamps
    0:00 Intro
    0:22 Skybox Lighting
    0:57 Breaking the 4th Wall
    2:04 Among Trees
    2:28 Dynamic Beams
    3:40 Transform Readback
    5:00 Final Solution
    #gamedev #gamedevelopment #gameengine
  • Ігри

КОМЕНТАРІ • 418

  • @SatisfiedOnion
    @SatisfiedOnion 28 днів тому +2380

    I can sleep well at night knowing that my TI-NSpire 84 calculator will always be able to run this man's games

    • @Stromoto
      @Stromoto 28 днів тому +50

      Maybe Vercidium will make sure that your TI-NSpire 84 calculator can finally play Sector's Edge in the future

    • @attilavs2
      @attilavs2 27 днів тому +15

      "The Nspire 84 can't hurt you, it's not real"
      The nspire 84 :

    • @NoorquackerInd
      @NoorquackerInd 18 днів тому +4

      Frick, as someone that got into embedded because of calculators, now I wanna port this to the Nspire

    • @cinderwolf32
      @cinderwolf32 18 днів тому +3

      Aside from Nspire 84 not being a thing: I learned much of my initial programming knowledge on a TI-84 Plus Silver Edition, and I think that really taught me to value efficiency. Love seeing other people with similar stories!

    • @amir32806
      @amir32806 22 години тому

      You like modern AAA laggy games?

  • @bacon_with_brussels_sprout
    @bacon_with_brussels_sprout 28 днів тому +1397

    Jokes on you, my shitty laptop is still gonna find a way to lag from just rendering glorified pngs

    • @CharlesVanNoland
      @CharlesVanNoland 28 днів тому +79

      I'm a sucker for coding stuff to run on ancient hardware because I started coding when I was a preteen in the 90s, when you had to know how to get the most out of a computer or your game ran like unplayable garbage. Nowadays devs just do whatever and ignore performance and optimization because they just let their end-user's hardware go to waste. EDIT: Indie devs, for the most part, is who I was referring to, but also companies like Bethesda that build layercakes of flashy FX ontop of their ancient engine.

    • @cosy_sweater
      @cosy_sweater 28 днів тому +11

      I have a decent pc that can even run Cyberpunk 60fps. But for some unknown reason it freezes randomly even with no load. Like im experiencing 10 second freezes: on desktop; on lockscreen; opening explorer; randomly at any point. So even if the game can run at 10k fps on a calculator im still gonna have ~0.1fps

    • @pluralphilosophy6657
      @pluralphilosophy6657 28 днів тому +10

      Jokes on you my shity laptop freezes when loading regular pngs

    • @alfiegordon9013
      @alfiegordon9013 28 днів тому +16

      ​@@cosy_sweatermight wanna have a look at your power supply, if it's defective it could have random voltage drops on certain lines that would cause GPU issues

    • @theairacobra
      @theairacobra 28 днів тому +5

      @@cosy_sweater i've had a similar issue, it was my motherboard doing silly things to the RAM voltage which sometimes crashed my entire PC, what motherboard do you have?

  • @sharksandbananas
    @sharksandbananas 28 днів тому +577

    Amazing z-buffer visualization, never thought of the data in that way before!

  • @LimakPan
    @LimakPan 22 дні тому +22

    So it's not lighting, but god rays?

  • @lf6914
    @lf6914 28 днів тому +485

    There is also a much better way to render volumetric lighting. It's called "Froxels". It was first introduced in Assassin's Creed Black Flag and was later adopted by EA, Naughty Dogs, Rockstar and many more! And also it looks absolutely stunning!

    • @juliandurchholz
      @juliandurchholz 28 днів тому +100

      That's a state of the art approach, but what's "better" or "worse" really depends on your goals and target hardware ;)

    • @rednicstone3299
      @rednicstone3299 28 днів тому +99

      @@juliandurchholz its not really state of the art, its close to 10 years old at this point. It ran great back then, and if you cant run foxels, you might as well give up running anything serious. Also it looks great in comparison with the nonsensical method proposed in this video.

    • @buzinaocara
      @buzinaocara 28 днів тому

      @@rednicstone3299 Yeah. they were first used in Assassin's Creed Black Flag for XBone and PS4 if I'm not mistaken.

    • @juliandurchholz
      @juliandurchholz 28 днів тому +16

      @@rednicstone3299 Well, RDR2 and Last of Us 2 use it, for instance. What more modern approaches would you say it's been succeeded by?

    • @SimonBuchanNz
      @SimonBuchanNz 28 днів тому +46

      ​@@juliandurchholz"state of the art" technically just means "what the people that know what they're doing use", but the common use is "just invented, best available way to do something".

  • @magnomliman8114
    @magnomliman8114 28 днів тому +184

    This optimization content is super interesting man.

  • @buzinaocara
    @buzinaocara 28 днів тому +222

    This works somewhat ok for your specific scene because you expect a buch of sparesly scattered beams in that specific scenario. This will just look weird in a scene not covered with trees, becaue those few hundred beams will not average out into a homogeneus volume, and if you increased their amount to the point where they do, you will be running slower than aproach nº 2, and will be severely bottlenecked by fillrate.
    You also seem to be spawning the beams from the floor towards the sky and checking for the shadowmap at that position. That means a beam that is being occluded by a tree before it hits the floor gets faded out in its entirety: no beam after the tree NOR BEFORE IT. That too might not look so obviously wrong in that scene, but can look decidedly worse in scenarios with higher depth complexity.
    Its a clever hack, but with very limited aplicability.

    • @kabinet0
      @kabinet0 28 днів тому +44

      I agree, it's certainly no volumetric light system. Definitely cool, but more a highly specific trick than anything else.
      Unrelatedly, the CPU readback being involved immediately makes me dislike the technique. It would be slightly less painful if they operated on the opacity data in a compute shader.
      Kind of does get me thinking about some kind of cached (perhaps voxel based) approach though.

    • @DireWolfAirstrike
      @DireWolfAirstrike 28 днів тому +8

      As long as the trees are also receiving shadows, I imagine you could do the same technique at the edges of those shadows.
      Looking at the window lighting that inspired this technique, I'd expect it to be one of those things like billboarding where it's "good enough" until you really pay attention to it.

    • @Vercidium
      @Vercidium  28 днів тому +32

      Can you please elaborate on your second sentence about a few hundred beams and homogenous volumes?
      Great point about checking from the floor up. An enhancement could be to check the min and max shadow depth values of each sample, then render the beam between the highest position and the lowest position (using the same opacity formula)

    • @Vercidium
      @Vercidium  28 днів тому +23

      @kabinet0 persistent mapped buffers and fences allow the CPU readback to happen asynchronously. With 2048 beams that's 2048 * 6 floats * 4 bytes = 49kb of data, which isn't enough to cause a bottleneck

    • @buzinaocara
      @buzinaocara 27 днів тому +33

      @@Vercidium Your aproximation looks somewhat plausible in a scene with very spotty coverage such as bellow trees. A swiss cheese world would also apply hahaha. But try doing that in a wide open landscape. You will still have a bunch of randomly scattered beams instead of a homogeneous solid fog volume. The random beams will make no sense (what is dividing light up into small spot-light-like rays in an open sky?". It will look more like rain than fog in that context. I said "few hundred" out of guesswork. I dont know how many billboards you are actually spawning across the scene. But still, in reasonably consistent and robust implementations of god-rays the same fog that creates these small beams in some scenes, is the fog that creates a dense Z-buffer-fog-like effect in other contexts. Its all recreations of real-world light scatering and shadowing interacting.
      For good reference of how broad the effect is, take a look at a RDR2 presentation on their atmospherics system they show comparisons to real world and artistic depictions of the same phenomena. AC4:BF also has a description of their implementation in a graphics presentation of theirs, which I believe was the firsr shipping "Froxel" solution. TLoU2 also has an extensive presentation on myriad optimisations and quality improvements they did to it.
      All that said, what you came up with is still a clever little hack that can work in specific scenes. For a broader game you'll probably want some artist control over where billboards spawn and where they don't, so they are limited to places where they look plausible. If you have a clearing in the forest for example, you'd want to have no beams in the middle of it because then again, they'd lool like weird rain in that context instead of light.
      Even for a window, your solution might look inproper once you have dinamic objects. Since oclusion is checked from the floor, if a character steps in front of the window, not only will the beams be bocked from reaching the floor, they will misteriously not even hit the character either. A tall enough window and a short enough dynamic object can create a very visible effect of a moving object magically making the sun-rays disapear from the window as long as it passes over the sun-lit part of the floor.
      PS: I just rewatched the video and remembered your trick is to only draw beams "at the edge of light". Yeah, that reduces the occurance of the "light looking like rain" problem I described. Yet, the reality is that those wide open spaces should also have the volumetric light in them (including the ocean) just instead of scattered beams, it should be a larger volume. Your solution emulates the "feeling" of a subset of a light phonomena, rather than the real thing. Thats why I recomened looking up the RDR2 presentation, they really explain all the different cases where atmospheric scatering can influence a scene.

  • @cortanathelawless1848
    @cortanathelawless1848 17 днів тому +5

    I love people who focus on optimisation because besides the truly impressive technical skills, you only get into optimisation out of two reasons: you cant run your own game/feedback from players, or and thats the reason i respect a lot because they want to make games more accessible. Games are art, more people should be able to enjoy art. Thank you!

  • @nevintilch4962
    @nevintilch4962 28 днів тому +113

    If you and acerola collaborated on a project, you would somehow manage to optimize something to render at the speed of light in a 360° POV with 4k resolution on every texture and also the game would do my homework and take me out to dinner

  • @mz_eth
    @mz_eth 27 днів тому +8

    The editing on this is stunning 😍Also the fact that it was all about lighting had me instantly in love

    • @Vercidium
      @Vercidium  26 днів тому +1

      Thanks Zeth! I agree, we need more videos about lighting

  • @alexm666
    @alexm666 28 днів тому +9

    I don't know what's more precious in your videos - the insights to the amazing rendering tricks or the way you visualize them!

  • @TileBitan
    @TileBitan 28 днів тому +119

    Maybe it's just me but the second approach still looks 100 times better than the last one. Last one makes it look like some early 2000s game

    • @trued7461
      @trued7461 28 днів тому +25

      It does look better but 100 times better is pretty close to 70 times which his how much performance is saved, so tbh, worth it maybe?

    • @TileBitan
      @TileBitan 28 днів тому +10

      @@trued7461 there is probably a middle ground where you gain a little bit of performance and it actually looks the same. But from those images it ain't it chief

    • @trashtrash2169
      @trashtrash2169 28 днів тому +3

      They could be made wider. Maybe dynamically. They're pencil thin. Maybe if they're full opacity they're also double width and you scale the same as opacity...

    • @muggzzzzz
      @muggzzzzz 26 днів тому

      It still could be useful for mobile game development.

    • @martinsanchez2395
      @martinsanchez2395 23 дні тому +1

      For people with potato PC's is much better than disabling the effects all together

  • @mezohx
    @mezohx 28 днів тому +11

    I learned more in 5 minutes by watching this video than I did in a week doing my own research. Wild

  • @digitalgh0stt
    @digitalgh0stt 28 днів тому +19

    It looks alright, but you can tell all the beams are the same size.
    I wonder if increasing their width with the decrease in opacity would help make the overall scene look better and less uniform. Kind of simulating the beams becoming blurrier.

  • @knyght27
    @knyght27 28 днів тому +6

    Very interesting! Always happy to see optimisation techniques explained in beginner-friendly terms

  • @nathanfranck5822
    @nathanfranck5822 28 днів тому +16

    I had no idea a Feedback buffer was a thing! Thats cool

  • @FrostyFortBoi
    @FrostyFortBoi 18 днів тому +1

    this is really interesting. I look forward to see what you learn and achieve during your game engine development

  • @athithyaparamesh8251
    @athithyaparamesh8251 28 днів тому +28

    NVIDIA hates this guy

  • @martin128
    @martin128 28 днів тому +14

    I think the static 2d planes variant of god rays was used in multiple games in 00s. I think Hitman 2 has it and Freedom Fighters, both are from IO Interactive.

    • @Capewearer
      @Capewearer 28 днів тому +2

      Even Crysis 3 uses them, and still looks stunning. But such usage is limited to static scenes only. For dynamic things Crysis 3 uses screen-space Godrays effect. Works pretty well.

  • @sannyassi73
    @sannyassi73 19 днів тому +3

    Very clever. I never got into the technical side of things but when I worked in CryEngine (2007-2015ish). I was the optimization guy in the editor- did most of the optimizations for Mechwarrior: Living Legends environments... Kagoshima (a MW:LL level I designed) took a lot of tricks to get to run reasonably. Making Levels for that game/mod are some of my best memories, and it's still alive today, 15 Years later!

  • @mrousavy
    @mrousavy 28 днів тому +2

    nice work! i love these kinds of videos

  • @juliandurchholz
    @juliandurchholz 28 днів тому +26

    Hey there, good video! Certainly a decent way to fake light shafts, but I wouldn't say it "looks the same" as raymarched volumetric lighting. True single-scattering will always be the most convincing second to raytracing. Your technique appears more flat and is restricted to a fixed amount of random light shafts, which probably leads to scene-dependent artifacts.
    What's your hardware for the given benchmarks? Would be nice to have that included somewhere.
    The "first" approach (screen-space post process) can also be extended to somewhat work for off-screen light sources, to a degree. Are you sure using an intermediate texture with directional blur is superior to epipolar sampling with weight function, as per the traditional GPU Gems 3 solution?
    I wish your video was a bit longer to cover those details and nuances, go into more depth when comparing other techniques, so as to really give an impression of the tradeoffs.

    • @Vercidium
      @Vercidium  28 днів тому +4

      I haven't heard of epipolar sampling, I'll check that out thank you!
      I have a 10700F CPU and an RTX 3070 GPU

    • @abhishekak9619
      @abhishekak9619 21 день тому +1

      @@Vercidium i dont know what both of you are talking about. the other person never said epipolar sampling. am i missing something?

    • @Vercidium
      @Vercidium  21 день тому +1

      @@abhishekak9619 epipolar sampling is in the 2nd last paragraph of the original comment here

    • @abhishekak9619
      @abhishekak9619 21 день тому

      @@Vercidium oh i see now.

  • @Skeffles
    @Skeffles 23 дні тому +1

    What a fantastic improvement!

  • @brothermangaming
    @brothermangaming 21 день тому +2

    big fan of optimization, good shit mate will be keeping an eye on this

  • @williamabousharaf8980
    @williamabousharaf8980 23 дні тому

    Nice work and nice presentation

  • @RawFish2DChannel
    @RawFish2DChannel 28 днів тому +1

    Another banger video! I always find it very interesting when people find alternative ways of creating same visual effects but in much more optimized way.
    I also thought about optimizing one effect called SSR (Screen Space Reflections) and came up with a completely different way of doing it, but I haven't tested it yet.
    Also would be very interesting to see attempts of recreating ray tracing/path tracing with roughly same quality, but a lot more performance, since ray marching is very heavy task for a fragment shader. Would be very interesting to see alternative ways of doing it.

  • @mypaxa003
    @mypaxa003 28 днів тому +34

    5:08
    "In this video on screen"
    Where? I dont see anything.

    • @Vercidium
      @Vercidium  28 днів тому +17

      Just added it, thanks for letting me know!

  • @fiffy6572
    @fiffy6572 28 днів тому +3

    This is crazy
    This channel deserves so much more!!!
    Keep going with your amazing work! So inspirating for people like me who would love to make video games and also like the software engineering behind it!

    • @Vercidium
      @Vercidium  28 днів тому +1

      Thanks so much!

    • @farianderson168
      @farianderson168 25 днів тому +1

      Yeah, this channel is so much fun and inspiring for people like us who want to get involved in engine and optimization stuff.
      Probably not for those who think they know everything already, but great for me. I wish there was more contents and devlogs like this. It's like a light in the darkness.

    • @Vercidium
      @Vercidium  24 дні тому +1

      That means a lot to hear, thank you

  • @VaibhavShewale
    @VaibhavShewale 20 днів тому +2

    ooh man this one is just mind blowing!

  • @zachbaldwin2925
    @zachbaldwin2925 27 днів тому +2

    The dynamic beam approach was very interesting. I couldn't help but consider biasing the "dynamic beam" size/ density depending on distance to camera or splaying thebeam's mesh from the threshold of object and sky towards the ground, creating a trapezoid, to emulate penumbra.

  • @askeladden450
    @askeladden450 28 днів тому +38

    bro out here casually dropping absolute masterpieces every month

  • @SylvesterAshcroft88
    @SylvesterAshcroft88 28 днів тому +1

    This is so incredibly clever!

  • @DdiiaabbllooBlanco
    @DdiiaabbllooBlanco 15 днів тому

    >Sees video title that I'm interested in.
    >All I hear is static in my brain with the well put together information because I don't understand.
    >Nice video.

  • @jacktruong7151
    @jacktruong7151 22 дні тому +1

    I've to rewatch this over and over for about 7 times just to catch up with wtf is going on lol
    Damn cool

  • @Ronin03
    @Ronin03 19 днів тому +1

    I always find it fascinating to see experts go ham in thier in their interests and listen in no matter how much i actually understand on the subject at hand 😂

  • @gordzen123
    @gordzen123 28 днів тому +10

    Not only you're so good at optimizing and using shaders, you also make great videos, great content sir!

  • @user-di4vu2gl1p
    @user-di4vu2gl1p 16 днів тому

    awesome ,thank you for a great job

  • @ExtraTrstl
    @ExtraTrstl 27 днів тому +1

    You’re doing divine work here.

  • @floschy_1
    @floschy_1 20 днів тому +1

    1:19 I didnt know I need this visualisation in my life, but i do.

  • @penial_
    @penial_ 27 днів тому +1

    Another wonderful video from sectors edge guys

  • @user-wg2eh3iy5r
    @user-wg2eh3iy5r 22 дні тому +1

    Very cool and you got a new sub.

  • @Digiur
    @Digiur 27 днів тому +9

    Is that "optimized"? Or is it a completely different technique?

    • @perplexedon9834
      @perplexedon9834 18 днів тому

      I think it's fair if the output looks comparable to the human eye. The thing that is being optimised is the graphical output, not the completion of a specific process. The fast inverse square Quake is a classic example. If someone replaced the true inverse square with the fast inverse square, I'd certainly consider that an optimisation even though it technically gives a slightly different output and technically isn't the inverse square.

    • @Digiur
      @Digiur 17 днів тому

      @@perplexedon9834 Sure, sure. Some results different techniques. Not "optimization".

    • @survival_man7746
      @survival_man7746 15 днів тому +1

      That's why it's much faster, it was reengineered. It is less acurate but still looks good like transforming a map into a grid for pathfinding

    • @Digiur
      @Digiur 14 днів тому

      @@survival_man7746 I'm just being pedantic about the word "optimize"

  • @poggarzz
    @poggarzz 28 днів тому +1

    I may not understand everything but I surely can appreciate the beauty of it all.

  • @sandwich2473
    @sandwich2473 28 днів тому +1

    That's really really cool :O

  • @ka-uy8yh
    @ka-uy8yh 27 днів тому +3

    Vercidium; God emperor of Game Optimization and priest of frames per second
    love what you do

  • @nolram
    @nolram 28 днів тому +6

    I don't think it's fair to say this looks the same as fully integrated volumetrics. Like, sure, in this one particular scenario in a forest where you want lots of small shafts this may work great, but what about other outside scenes where they aren't as closely occluded? What about local lights? What about generally open areas where the vast majority would be fog-filled? Generally this is a lovely technique for those very specific small beams of light, but I don't think this is anything even remotely close to volumetric scattering - hence why there aren't many games that use this particular method.
    Great video nonetheless, even if I would have hoped for a few more details about placement and transformation of the beams.

  • @I2ed3ye
    @I2ed3ye 28 днів тому +1

    Now all my games run so well!

  • @jordanfarr3157
    @jordanfarr3157 26 днів тому +1

    Incredible!!

  • @nicklasfejersen4202
    @nicklasfejersen4202 22 дні тому +1

    i can't wait for someone to implement this into a minecraft mod

  • @JackTheOrangePumpkin
    @JackTheOrangePumpkin 28 днів тому +1

    Perfect i love it!!

  • @cookietheory
    @cookietheory 26 днів тому +1

    Great video as always!

  • @omgnowairly
    @omgnowairly 27 днів тому +1

    These videos are brilliant.

  • @terrylyn
    @terrylyn 19 днів тому +1

    Cool algorithm, graphics programming is so much fun!

  • @omabang5002
    @omabang5002 28 днів тому +1

    I have no idea what is this or why this video recommended to me but it's very cool!

    • @Vercidium
      @Vercidium  28 днів тому

      Haha glad you liked it!

  • @mild2616
    @mild2616 25 днів тому +1

    Idk if this just common knowledge or if this man is just a genius but my god the game space is gonna be so much better from here on out if this guy is working on em. Great video!

  • @SSS333-AAA
    @SSS333-AAA 22 дні тому +1

    dude this is crazy, i'll rewatch when you translate this from smart to english.

    • @Vercidium
      @Vercidium  21 день тому

      Hahaha thanks

    • @SSS333-AAA
      @SSS333-AAA 21 день тому +1

      @@Vercidium why the fuck are you responding to me, there are genuine great questions down here you can read rather than read our shitpost.

  • @r2d2vader
    @r2d2vader 28 днів тому +11

    First
    Edit: Great video! But the end screen video doesn't seem to show up.

    • @6Eev
      @6Eev 28 днів тому +2

      beat me to it 😔

    • @Vercidium
      @Vercidium  28 днів тому +1

      Thank you! I've just added it

  • @HypeLozerInc
    @HypeLozerInc 28 днів тому +7

    Legend

  • @whitneysmiltank
    @whitneysmiltank 28 днів тому +3

    These are the best videos on youtube.

    • @Vercidium
      @Vercidium  28 днів тому +1

      Too kind, thank you!

  • @OGPatriot03
    @OGPatriot03 28 днів тому +2

    The end result isn't stunning to me visually, however the approach to get there is highly intriguing and gives me all sorts of ideas. These videos are great for getting the indie dev mind thinking.

  • @Tikai77
    @Tikai77 26 днів тому

    I just discovered your channel and it's awesome!
    I wanted to know if you've ever thought about making videos where you explain how things work / how things are optimized in other video games? (for example RDR2 lighting / clouds etc...)
    It could be fun I think, anyway gg!

  • @fffrikkie1236
    @fffrikkie1236 28 днів тому +9

    I like your content man, very well edited. Just wondering (and sorry if it's a stupid question), but do these optimizing techniques translate to other game engines or are they just specific to the one you're using?

    • @vexflorez6220
      @vexflorez6220 28 днів тому

      If you want to, you can apply these optimization techniques yourself to other engines, though that means throwing away what the engine itself offers and writing things from scratch, while also building it in such a way that it works with all the other parts of the engine.

    • @Vercidium
      @Vercidium  28 днів тому +1

      This should be possible in any engine that supports shadows and vertex readback. For example Valheim uses a custom render pipeline within Unity, I reckon they could add beams of sunlight like this.

  • @callibor3119
    @callibor3119 28 днів тому +2

    I think the best move is color your models and textures like if light actually hit and color it like if light didn’t.
    What’s going on from I am seeing is everything is completely singularly functioned and not programmed to act like how light should hit the environment.
    The light shouldn’t be faked, but how you color the textures and models can be faked to the point that it looks real.
    If you let the engine itself do all the work, you won’t get the performances with its default settings, so getting the models and textures early on in development to look like it is real-time before the game engine, can break the limits of the engine and you won’t see the work break itself.

  • @solhsa
    @solhsa 27 днів тому +1

    Wow, someone actually found a use for transform feedback.

  • @Aminsx_
    @Aminsx_ 24 дні тому +1

    The 3rd method in the first chapter of the video reminds me a lot of LIMBO

  • @swagatggautam6630
    @swagatggautam6630 24 дні тому +1

    This guy deserves a Nobel prize for Game Development.

  • @darkfllame
    @darkfllame 17 днів тому +1

    babe wake up Vercidium uploaded !

  • @a6gitti
    @a6gitti 28 днів тому +1

    damn bro! i shall call you shadow man

  • @Jabjabs
    @Jabjabs 27 днів тому +1

    I would recommend folks look at the GDC talk for how light beams were handled for the game Abzu. Very cool. In that talk as well is a great summary of how to animate thousand of creatures simply via vertex offsets on the GPU - but that isn't so related to this.

    • @Vercidium
      @Vercidium  26 днів тому

      Thank you for the recommendation, I'll check it out

  • @JMO-
    @JMO- 28 днів тому +2

    In an old game prototype I made, I had a lot of grass models placed around the world, but they were physical objects and would lag a lot when loading/unloading and area because of them. There is probably a way to use a shader instead of the grass actually being real while still giving me a way to control where the grass is and have the player model interact with it (I'm just not good enough at shaders to make it). That could be a cool video idea, I would love to see you render millions of blades of grass a few thousand times a second lol.

    • @kabinet0
      @kabinet0 28 днів тому +3

      Take a look at Acerola's series on modern grass in video games, it's a really good watch and describes pretty much exactly what you're talking about.

    • @Vercidium
      @Vercidium  28 днів тому +2

      ^ Acerola's video on grass is excellent. My grass rendering is still pretty naïve, I have a lot to learn about vegetation rendering

    • @farianderson168
      @farianderson168 25 днів тому

      @@Vercidium i think Acerola's approach laks your way of optimising memory for meshes by using only vertex indices. Also you have your own engine and probably don't need to run a compute shader each frame just to have a vertex buffer filled (that's what DrawMeshInstancedIndirect does in unity i think).
      Would really love to see how you implement grass, probably in future videos

  • @milanst6385
    @milanst6385 28 днів тому +2

    Beams of light in games is called god rays

  • @bewky
    @bewky 28 днів тому +1

    so smart!

  • @IstyManame
    @IstyManame 28 днів тому +10

    Yea you definitely do not have adhd lol

    • @coreyscanlon1238
      @coreyscanlon1238 17 днів тому

      Idk this seems like the video is a product of hyper focus and that outta the box thinking. ADHD all over it

    • @RagePower2000
      @RagePower2000 8 днів тому

      ​@@coreyscanlon1238Yep!

  • @Chris-op7yt
    @Chris-op7yt 20 днів тому +1

    light is everywhere, except where there is shadows, which much attenuate it

  • @deWolffff
    @deWolffff 28 днів тому +1

    Incredible.

  • @baronbacku9984
    @baronbacku9984 7 днів тому

    god daaaamn, i'd have never came up with something like this

  • @JuhoSprite
    @JuhoSprite День тому

    This must be like, revolutionary

  • @scarecrow5848
    @scarecrow5848 День тому

    this would be SO good for VR.

  • @BMRG14
    @BMRG14 28 днів тому +12

    Perfect perfect video and info, with a very bad title. :(
    It's not even searchable really.

    • @AkshayKumarX
      @AkshayKumarX 28 днів тому +9

      This is the norm now with majority of youtube channels.
      Titles and thumbnails like these drive curiosity and get people to click on the video. Then the creator increases the viewer watchtime by being as vague as possible for the first minute or so to game the system and boost the video's popularity.
      The downside being that if you aren't staying up to date with every new video, old content is almost impossible to find via search.

    • @Vercidium
      @Vercidium  28 днів тому +2

      Thank you :) I come up with 5-10 different titles and thumbnails for each video and test each of them, then leave it on the one that brought in the most views. It's all an algorithmic game

  • @SirGilt
    @SirGilt 16 днів тому +1

    if we like this, and get this to the front page of youtube, we may see better performance in games if we are lucky.

  • @dmigul
    @dmigul 24 дні тому +1

    I'm thinking about giving a try for compute shaders to do averaging.

  • @bl4ckk
    @bl4ckk 28 днів тому +1

    I can't decide what's better, the split transitions, or the light rays

    • @Vercidium
      @Vercidium  28 днів тому

      Haha thank you. I had to render it at half speed as my GPU couldn't render all 3 scenes at 60 FPS

  • @maksiksq
    @maksiksq 19 днів тому +1

    Amazing

  • @FelipeMendez
    @FelipeMendez 28 днів тому +2

    Id be curious to know if distance fields would help reduce the sample count while keeping good quality in approach 2

  • @bs_blackscout
    @bs_blackscout 26 днів тому +1

    btw this is a much better title
    the previous one felt like a copy paste from another video I've seen before

  • @anzhel3268
    @anzhel3268 28 днів тому +1

    cool, it's nice how a lot of problems get solved by just using quads in a smart way

  • @budgetarms
    @budgetarms 28 днів тому +1

    So weird, yet it's kind of cool

  • @raniem4368
    @raniem4368 13 днів тому

    Just watched some of your older videos.
    I'm very impressed by the Raytraced Audio.
    Would it be possible to make a video on how you did it?
    Like your recent videos?
    Thank you
    -A Fan

  • @Mushroom38294
    @Mushroom38294 20 днів тому +3

    We need more game devs like you, I'm sick and tired of games taking up loads more resources than necessary

  • @felipesimoes689
    @felipesimoes689 28 днів тому +1

    Awesome explanation as always! However, I can't find the github link in the description and it seems to be private in the image showed in the video

    • @Vercidium
      @Vercidium  28 днів тому

      Thank you! The repo is available on my Patreon, the first link in the description. It's a private repo with the full engine code, and code for each video.
      I also have some free repositories here: github.com/vercidium-patreon

  • @LinguisticMirage
    @LinguisticMirage 28 днів тому +2

    that plane light thing is something from the early 2000's for example gta san andreas does that

  • @darkfllame
    @darkfllame 17 днів тому +2

    not gonna lie, i'm developping a 2D automation game and i'll make so that it can run smoothly on the most shittiest laptop you've ever seen. 16 bits vertex data, instancing and more. And the maps could be HUGE, up to 2^70^2 tiles: by separating the world into regions split into chunks. All of that with not that much resources consumption (in theory).
    I haven't done the game yet and i hope i could share it to the world. god dammit i love game dev.
    Also everything will be done with opengl in zig ! I'll a devlogs when I finish the rendering stuff (at least some sort of good rendering)

  • @Roxor128
    @Roxor128 18 днів тому

    I wonder: what about a voxel map for where light goes?
    The map would be a 3D greyscale texture (you can tint it later). Initially fill it with all-white voxels, black out voxels where solid geometry exists, then do a directional blur away from the light sources (which would be a single direction for the sun, given it's far enough away that its rays can be considered parallel by the time they reach Earth), and repeat the black-out and blur steps a few times. When rendering, sample the voxel grid along the camera ray to get side-illumination data using a 3D texture sampler.
    You'd have to experiment to find how low a resolution you can get away with, but it could allow pre-calculating some of the lighting data, and as a bonus, you'd know ahead of time how many steps to take along the ray during rendering, just from the grid resolution and distance. If your swaying trees follow a predictable loop, you could calculate a few frames of voxel lighting data and select from the appropriate one, or even interpolate between them.
    I have no idea how fast this would be, and it absolutely would be memory-hungry, but by transforming the volumetric lighting to image-processing (just in 3D), it might be faster than doing the real thing. With luck, you could do it at load-time, or chunk-generation, rather than having to keep it on disk. Hell, you could probably do it in a compute shader on the GPU, so the CPU never needs to touch it. Now that I think about it, it sounds like it has a bit in common with Quake's lightmaps, except 3D and only concerned with direct illumination.

  • @arhmichal
    @arhmichal 26 днів тому

    great effect !! even better optimization !!
    your beams are ancored to the ground, this looks unnatural when the sun is moving (4:53-4:58)
    the pivot point should be higher. i'm wondering how much optimization would that eat up ... to select points for the beams higher off the ground... or maybe already near the edges of terrain or objects and then find the spot on the ground the beam would hit to determine shadow density...
    food for thought ;)

  • @atunalamarinera
    @atunalamarinera 21 день тому +1

    Maybe it can't replace the second method but surely it will replace the first one, not only runs faster but also looks better.

  • @JCMSimon_
    @JCMSimon_ 20 днів тому +1

    Great video. Thats all i have to say tbh... which is why ill ask a off-topic-ish question instead,
    What did you use to create all the motion graphics like the diagrams and the code boxes?

    • @Vercidium
      @Vercidium  19 днів тому

      Thank you, it’s all done using code and then screen recorded. I used C# and SkiaSharp for the diagrams, and RichTextKit for the syntax highlighting

  • @matthewboyd8689
    @matthewboyd8689 17 днів тому +1

    Misread the title
    Thought it said gamers are for optimizing
    Started thinking about talk that a game developer said something about, gamers will optimize the fun out of a game. And I realized that in my own life and working life I've been optimizing things to work more efficiently as well. And to such degree that at one point I realized I was turning away experiences that I actually wanted to do just because it conflicted with my schedule that I made up and didn't have to follow.

    • @Vercidium
      @Vercidium  17 днів тому

      That’s deep. I can relate to this

  • @patty4449
    @patty4449 23 дні тому +1

    Ok I can add on this...
    When the day passes less beams should be on screen...
    Beams should't be statics but move slightly over time...
    Great concept...
    But I still can't get dynamic snow done in this way as the sheer amount of vertex points saved is the problem... Im getting closer tho...

  • @SaenGaems
    @SaenGaems 26 днів тому +1

    would be cool to have the beams also move a little with the wind applied to the trees, looks just a little too static

    • @Vercidium
      @Vercidium  26 днів тому

      That's a great idea! I could shift the beam towards the samples that are in the light

  • @severinehedi
    @severinehedi 21 день тому +1

    This man will be optimizing GTA V to run at 5000 FPS on Thinkpad laptop