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Retro Game Engine Update 🔥 Exploring a Spatial Compression system in my game engine. Instead of changing object scale, the renderer subtly compresses distant depth in the vertex shader before projection. The goal is to make far-away spaces feel more scenic and theatrical, like a matte painting or miniature...

102,234 Aufrufe • vor 5 Monaten •via X (Twitter)

47 Kommentare

Profilbild von CamManx
CamManxvor 5 Monaten

Slay would it be possible to do the opposite? Making smaller world feel like they have more space in between them

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

100%, will have to try and record a video of that now lol

Profilbild von Valentino Giudice
Valentino Giudicevor 5 Monaten

This looks in some way similar to the AI-slopped meme of a few seconds of walking that became very popular at one point. I know this one is real, though, good job.

Profilbild von BLUE NILE 3D
BLUE NILE 3Dvor 5 Monaten

Sorry if this is a dumb question 🤓 how does this method differ from using longer camera focal length? Looks great! Just trying to wrap my head around it since I do 3D but never work in game engines.

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Not dumb at all. The main difference is the camera focal length would uniformly be applied to the entire scene. This method Im using is not uniform. So things near the camera are not getting the effect.

Profilbild von BLUE NILE 3D
BLUE NILE 3Dvor 5 Monaten

Oooh got it now! So it’s proportionate to distance - cool! I tried this one with actual mesh deformation which wasn’t friendly to my computer at all - this looks way better!

Profilbild von Darek Gusto
Darek Gustovor 5 Monaten

Oh this looks real nice. Glad to see your project is going in a good direction.

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Thank you! 🍻

Profilbild von nama
namavor 5 Monaten

try integrating Panini projection, that should accomplish this more naturally

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Ill consider it. I used that in unreal engine years ago before nDisplay. Dont think it would work for my needs but ill look into it, thanks!

Profilbild von bingle bongle
bingle bonglevor 5 Monaten

This is what Red Dead Redemption 2 did for things in the far distance. Great work.

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

@Dustykkometso Did not know that, thats cool!

Profilbild von based ADHD
based ADHDvor 5 Monaten

I feel like this would lead to bizarre visuals while turning.

Profilbild von EpicNNG
EpicNNGvor 5 Monaten

I'd love to make something in this in the future! Will you be releasing it? I'm out of the loop on this so far.

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Yes, I plan to share with others.

Profilbild von namaissur
namaissurvor 5 Monaten

at first I dont get the idea.. after watching vodeos.. but your comment make it completely sense! How did you come up with this idea? Is there any games which used simlar effect ? btw, it reminds me the trick we used in stereography when we decouple depth cues and play with them

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Yeah i was thinking of things id seen in animation, old arcade games, movies that used matte paintings, even a school play with the almost illustrated, overimposing set. I want an artistic crank to emphasize things in the distance. Very cool hearing about your experiences!

Profilbild von Gran Idea Games
Gran Idea Gamesvor 5 Monaten

Very interesting.

Profilbild von Bruce Dean Robinson
Bruce Dean Robinsonvor 5 Monaten

Nice

Profilbild von Maldito
Malditovor 5 Monaten

This looks cool! How does turning look like?

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Will record more video, but so far it holds up well as long as I fine tune the values.

Profilbild von Studio Laaya / Foghorns Drown
Studio Laaya / Foghorns Drownvor 5 Monaten

this is so trippy, cool shit

Profilbild von Chris | asciiart.club - online generator
Chris | asciiart.club - online generatorvor 5 Monaten

I feel like my brain has to fight for a sense of scale there, just to be let down the the actual size of the thing when you eventually get there. Kinda like disneyland's castles and streets built to vanishing point scale, fascinating illusion, but only from the right spot.

Profilbild von Toilet Tweeting™
Toilet Tweeting™vor 5 Monaten

Same FOV? How does it work?

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Same FOV in both shots. It works by applying modifications before camera projection to compress the depth of far away things.

Profilbild von Toilet Tweeting™
Toilet Tweeting™vor 5 Monaten

My mind is kinda blown; this looks great. In, say, a long hallway, or some scene with long straight lines toward the vanishing point, would there be a noticeable warping effect?

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

I shared another post inside a hallway with the effect inverted. Certainly a lot to explore/test here

Profilbild von Mvq
Mvqvor 5 Monaten

But .. this is just changing the FOV with extra steps 💀

Profilbild von Daniel's making a game : ASSIAH
Daniel's making a game : ASSIAHvor 5 Monaten

That looks kind of amazing. I love how it makes the space seems smaller, gives the buildings a better sense of scale next to the players perspective.

Profilbild von SightlessThoughts
SightlessThoughtsvor 5 Monaten

On looks more realistic to me

Profilbild von Mike Moss
Mike Mossvor 5 Monaten

That’s a cool feature! It definitely accomplished the goal. I would like to see more running around to really get the feeling of it

Profilbild von Giuseppe Navarria
Giuseppe Navarriavor 5 Monaten

this is awesome, very nice trick

Profilbild von newtdis
newtdisvor 5 Monaten

It looks otherworldly with the feature on. Is the time between distances the same in gameplay? In this case to the door of the tower?

Profilbild von Analog Dream Dev
Analog Dream Devvor 5 Monaten

Yeahs nothing physically changes at all so you would reach the door in the same amount of time in both cases. Its just a way to change how things are perceived, but they maintain their original state.

Profilbild von Ben Brooks
Ben Brooksvor 5 Monaten

Oh this is a nice trick!

Profilbild von smugdev
smugdevvor 5 Monaten

That's very interesting. 👀 Would you mind showing this without the post processing effects, too? I'd love to see the effect on its own. Your post setup hides small details and Twitter's video compression adds noise on top of that.

Profilbild von WallAce
WallAcevor 5 Monaten

I really like this. It feels like this is closer to what our eyes see, rather than what a camera sees.

Profilbild von ⴽoⵜoBiⵛhi🪻🌼
ⴽoⵜoBiⵛhi🪻🌼vor 5 Monaten

brilliant! i like it! :)

Profilbild von Martin Van Nostrand
Martin Van Nostrandvor 5 Monaten

What does this look like when rotating the camera?

Profilbild von crystallize | SA3FB20112021 | games must b#
crystallize | SA3FB20112021 | games must b#vor 5 Monaten

Would it be the same as increased fov with decreased frame size?

Profilbild von Crogon
Crogonvor 5 Monaten

idk. what would it look like if you did the oposite? make far away objects look even further away?

Profilbild von SM Usama Shah
SM Usama Shahvor 5 Monaten

This looks awesome. Reminds of elden ring immediately. Can this be seen like a better alternative of very high FoV? Games on high fov look like more exaggerated version of the right video. Can you do high fov while maintaining similar look?

Profilbild von Klod Online
Klod Onlinevor 5 Monaten

I love it. Seriously top tiers effect. may be needed in a lot of game as a mod 😅

Profilbild von Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜
Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜vor 5 Monaten

It feels like mixing high FOV (close-up) with low FOV (far)

Profilbild von yellowpaper
yellowpapervor 5 Monaten

Looks really good! Such a nice idea. Could have used a prettier sample scene perhaps though to demonstrate "scenic" a bit better

Profilbild von Jacobers_COM
Jacobers_COMvor 5 Monaten

Off topic but I did noticed you were able to get moving quickly with your engine! I’m curious of what your work flow is like?

Profilbild von NeZvers
NeZversvor 5 Monaten

This instantly made me think about Elden Ring.

Ähnliche Videos

Everything far away in a game engine can feel small, flat, and washed out. That is correct perspective, but it can make for some poor scenery sometimes. Two features I've added to my engine try to fight against that: Spatial Recession magnifies the distance. After a vertex is projected I push its screen position outward from center. Near geometry is untouched. It only moves x and y, never depth, so nothing sorts differently and nothing z-fights. The result is a long lens bolted onto the far half of a wide one: the tower and the ridgeline loom instead of receding, while I keep the wide field of view I actually play in (FOV is identical in both of these examples). Dimensional Falloff is four distance ramps on the surface itself. Lighting contrast flattens so distant hills stop having a hard lit side and a hard dark side, which is what haze does in real life. Color then desaturates toward its own brightness to fake more distance. Then that desaturated color is pushed, and that is the one doing most of the visible work here. Last is texture detail, with a custom MIP value based on distances. All of it keys off real radial distance from the camera rather than depth This is so it stays put when you turn your head. Performance cost is next to nothing. The recession is two lines in the vertex shader. The falloff is a few lerps at the end of the pixel shader, which was already computing that distance for the mip bias anyway. Quite happy with the results, what do you think? #gamedev

Analog Dream Dev

88,114 Aufrufe • vor 1 Monat