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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 次观看 • 6 个月前 •via X (Twitter)

47 条评论

CamManx 的头像
CamManx6 个月前

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

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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

Valentino Giudice 的头像
Valentino Giudice6 个月前

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.

BLUE NILE 3D 的头像
BLUE NILE 3D6 个月前

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.

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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.

BLUE NILE 3D 的头像
BLUE NILE 3D6 个月前

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!

Darek Gusto 的头像
Darek Gusto6 个月前

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

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

Thank you! 🍻

nama 的头像
nama6 个月前

try integrating Panini projection, that should accomplish this more naturally

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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!

bingle bongle 的头像
bingle bongle6 个月前

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

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

@Dustykkometso Did not know that, thats cool!

based ADHD 的头像
based ADHD6 个月前

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

EpicNNG 的头像
EpicNNG6 个月前

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.

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

Yes, I plan to share with others.

namaissur 的头像
namaissur5 个月前

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

Analog Dream Dev 的头像
Analog Dream Dev5 个月前

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!

Gran Idea Games 的头像
Gran Idea Games6 个月前

Very interesting.

Bruce Dean Robinson 的头像
Bruce Dean Robinson6 个月前

Nice

Maldito 的头像
Maldito6 个月前

This looks cool! How does turning look like?

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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

Studio Laaya / Foghorns Drown 的头像
Studio Laaya / Foghorns Drown6 个月前

this is so trippy, cool shit

Chris | asciiart.club - online generator 的头像
Chris | asciiart.club - online generator6 个月前

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.

Toilet Tweeting™ 的头像
Toilet Tweeting™6 个月前

Same FOV? How does it work?

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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

Toilet Tweeting™ 的头像
Toilet Tweeting™6 个月前

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?

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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

Mvq 的头像
Mvq6 个月前

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

Daniel's making a game : ASSIAH 的头像
Daniel's making a game : ASSIAH6 个月前

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.

SightlessThoughts 的头像
SightlessThoughts6 个月前

On looks more realistic to me

Mike Moss 的头像
Mike Moss6 个月前

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

Giuseppe Navarria 的头像
Giuseppe Navarria6 个月前

this is awesome, very nice trick

newtdis 的头像
newtdis6 个月前

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?

Analog Dream Dev 的头像
Analog Dream Dev6 个月前

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.

Ben Brooks 的头像
Ben Brooks6 个月前

Oh this is a nice trick!

smugdev 的头像
smugdev6 个月前

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.

WallAce 的头像
WallAce6 个月前

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

ⴽoⵜoBiⵛhi🪻🌼 的头像
ⴽoⵜoBiⵛhi🪻🌼6 个月前

brilliant! i like it! :)

Martin Van Nostrand 的头像
Martin Van Nostrand6 个月前

What does this look like when rotating the camera?

crystallize | SA3FB20112021 | games must b# 的头像
crystallize | SA3FB20112021 | games must b#6 个月前

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

Crogon 的头像
Crogon6 个月前

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

SM Usama Shah 的头像
SM Usama Shah6 个月前

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?

Klod Online 的头像
Klod Online6 个月前

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

Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜ 的头像
Ɗ̩͙̀͊ǝ̲͚̊͋ƞ̛̮̫̔ꝩ̩͖̈̅ ͉͕̈́͂Ɱ͓̤̌̂ꝣ̗̳̊̈́ȵ̘̳̂̏ꝅ̨̬̔̅ⱺ̦́͐͜6 个月前

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

yellowpaper 的头像
yellowpaper6 个月前

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

Jacobers_COM 的头像
Jacobers_COM6 个月前

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?

NeZvers 的头像
NeZvers5 个月前

This instantly made me think about Elden Ring.

相关视频

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

88,586 次观看 • 2 个月前