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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 просмотров • 5 месяцев назад •via X (Twitter)

Комментарии: 47

Фото профиля CamManx
CamManx5 месяцев назад

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

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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

Фото профиля Valentino Giudice
Valentino Giudice5 месяцев назад

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.

Фото профиля BLUE NILE 3D
BLUE NILE 3D5 месяцев назад

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.

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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.

Фото профиля BLUE NILE 3D
BLUE NILE 3D5 месяцев назад

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!

Фото профиля Darek Gusto
Darek Gusto5 месяцев назад

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

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

Thank you! 🍻

Фото профиля nama
nama5 месяцев назад

try integrating Panini projection, that should accomplish this more naturally

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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!

Фото профиля bingle bongle
bingle bongle5 месяцев назад

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

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

@Dustykkometso Did not know that, thats cool!

Фото профиля based ADHD
based ADHD5 месяцев назад

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

Фото профиля EpicNNG
EpicNNG5 месяцев назад

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.

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

Yes, I plan to share with others.

Фото профиля namaissur
namaissur5 месяцев назад

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

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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!

Фото профиля Gran Idea Games
Gran Idea Games5 месяцев назад

Very interesting.

Фото профиля Bruce Dean Robinson
Bruce Dean Robinson5 месяцев назад

Nice

Фото профиля Maldito
Maldito5 месяцев назад

This looks cool! How does turning look like?

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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

Фото профиля Studio Laaya / Foghorns Drown
Studio Laaya / Foghorns Drown5 месяцев назад

this is so trippy, cool shit

Фото профиля Chris | asciiart.club - online generator
Chris | asciiart.club - online generator5 месяцев назад

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.

Фото профиля Toilet Tweeting™
Toilet Tweeting™5 месяцев назад

Same FOV? How does it work?

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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

Фото профиля Toilet Tweeting™
Toilet Tweeting™5 месяцев назад

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?

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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

Фото профиля Mvq
Mvq5 месяцев назад

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

Фото профиля Daniel's making a game : ASSIAH
Daniel's making a game : ASSIAH5 месяцев назад

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.

Фото профиля SightlessThoughts
SightlessThoughts5 месяцев назад

On looks more realistic to me

Фото профиля Mike Moss
Mike Moss5 месяцев назад

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

Фото профиля Giuseppe Navarria
Giuseppe Navarria5 месяцев назад

this is awesome, very nice trick

Фото профиля newtdis
newtdis5 месяцев назад

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?

Фото профиля Analog Dream Dev
Analog Dream Dev5 месяцев назад

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.

Фото профиля Ben Brooks
Ben Brooks5 месяцев назад

Oh this is a nice trick!

Фото профиля smugdev
smugdev5 месяцев назад

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.

Фото профиля WallAce
WallAce5 месяцев назад

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

Фото профиля ⴽoⵜoBiⵛhi🪻🌼
ⴽoⵜoBiⵛhi🪻🌼5 месяцев назад

brilliant! i like it! :)

Фото профиля Martin Van Nostrand
Martin Van Nostrand5 месяцев назад

What does this look like when rotating the camera?

Фото профиля crystallize | SA3FB20112021 | games must b#
crystallize | SA3FB20112021 | games must b#5 месяцев назад

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

Фото профиля Crogon
Crogon5 месяцев назад

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

Фото профиля SM Usama Shah
SM Usama Shah5 месяцев назад

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?

Фото профиля Klod Online
Klod Online5 месяцев назад

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

Фото профиля Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜
Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜5 месяцев назад

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

Фото профиля yellowpaper
yellowpaper5 месяцев назад

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

Фото профиля Jacobers_COM
Jacobers_COM5 месяцев назад

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?

Фото профиля NeZvers
NeZvers5 месяцев назад

This instantly made me think about Elden Ring.

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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 просмотров • 1 месяц назад