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How Crimson Desert Fakes Realism (It’s Genius) — Transcript

by Next Level Game Art · 1,548 words · 255 segments · language en · Watch on YouTube

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  1. 0:02One of the main visual features of
  2. 0:04Crimson Desert is this.
  3. 0:07But what is this? And how could they use
  4. 0:10it everywhere?
  5. 0:12While a lot of players reported some
  6. 0:14flickering and visual glitches here and
  7. 0:16there,
  8. 0:17most environment artists and many other
  9. 0:20devs have been trying to put the finger
  10. 0:22on how Pearl Abyss did it.
  11. 0:25How could their engine get away with
  12. 0:27using this effect everywhere without
  13. 0:30crippling the performances?
  14. 0:33And I'm talking about running the game
  15. 0:35on a high-end PC that has no issues.
  16. 0:38This is not meant to start a debate
  17. 0:39around the base PS5 version and how come
  18. 0:42the game looks like this on this console
  19. 0:45and all that jazz. Let's keep our focus
  20. 0:47here.
  21. 0:48You can hear my assumption in this video
  22. 0:50that I made a few weeks ago.
  23. 0:53I was concluding that it was
  24. 0:54displacement with a distance from the
  25. 0:56camera system to turn it on and off.
  26. 0:59Many in the comment section suggested it
  27. 1:01was in fact parallax occlusion mapping.
  28. 1:04But me and many other devs that I talked
  29. 1:06to and others online were not convinced.
  30. 1:10In my case, the specific reason I did
  31. 1:12not believe it was POM or parallax
  32. 1:14occlusion mapping was that the
  33. 1:16silhouettes were not flat
  34. 1:19like it's usually the case with POM.
  35. 1:22And here's another thing suggesting that
  36. 1:24it was not your standard parallax
  37. 1:26occlusion mapping. While it's really
  38. 1:28cool to see the effect appear when
  39. 1:30reaching a certain distance, parallax
  40. 1:32occlusion mapping or let's call it POM
  41. 1:35should not be visible in the depth
  42. 1:37buffer. It is rendered later on in the
  43. 1:39pipeline and would usually not be seen
  44. 1:41here at all. By the way, this is done
  45. 1:44using ReShade which is a great tool,
  46. 1:46free and open source that you can use if
  47. 1:49you run the game on your PC.
  48. 1:51Link will be in the description.
  49. 1:54For those who might not be familiar with
  50. 1:56these topics, let's say that
  51. 1:58displacement, which relies on vertices,
  52. 2:01so geometry, takes the information from
  53. 2:04a height map and with the added geometry
  54. 2:07created by the tessellation, which is
  55. 2:09really like adding a lot of vertices, it
  56. 2:12then pushes in and out those vertices to
  57. 2:14create depth.
  58. 2:16Parallax occlusion mapping simulates
  59. 2:19displacement by shifting UV coordinates
  60. 2:22based on camera angle and height. And it
  61. 2:25does not add any geometry.
  62. 2:28That's why it's cutting straight at the
  63. 2:29edge.
  64. 2:31Regarding performance,
  65. 2:33displacement is usually more expensive
  66. 2:35because of the increased vertex count,
  67. 2:37while parallax occlusion mapping is a
  68. 2:39pixel shader trick. It's considered
  69. 2:42moderately expensive, so less than
  70. 2:44displacement.
  71. 2:48Logically, that must be the technique
  72. 2:50Pearl Abyss chose, right? Seeing that it
  73. 2:53is everywhere and that the general
  74. 2:55performances of the game are stable. I
  75. 2:57mean, the FPS is holding up, right?
  76. 3:00Except this fact.
  77. 3:02POM doesn't do silhouette. And we can
  78. 3:05see the wall silhouettes on every wall
  79. 3:08corner in the game.
  80. 3:10So, the mystery remained.
  81. 3:12And since Pearl Abyss did not officially
  82. 3:14reveal what techniques were used, we
  83. 3:17have been left to speculate.
  84. 3:20But some people are very curious and
  85. 3:22wanted to get to the bottom of this.
  86. 3:25In my first video on the game, the one
  87. 3:27about the engine, I mentioned the next
  88. 3:29dev from Pearl Abyss talking about the
  89. 3:31team being obsessed with optimization
  90. 3:34and that they were using very old
  91. 3:35techniques that are nowadays not
  92. 3:37forgotten, but not common for modern
  93. 3:40games. So, this gentleman, Georgian
  94. 3:43Avram Iancu,
  95. 3:45sorry if the pronunciation is incorrect.
  96. 3:48So, he posted this on X. He says it
  97. 3:51appears to be parallax mapping with
  98. 3:53offset limiting.
  99. 3:54And it can easily be switched on and
  100. 3:56off.
  101. 3:57He also gave the link to a paper which
  102. 3:59is from the early 2000s, which I will
  103. 4:01get back to in a minute and link in the
  104. 4:03description, of course. Another dev
  105. 4:05named Joshua Stubbles suggested that it
  106. 4:08was indeed what Pearl Abyss used for
  107. 4:11their game and it was also called SPOM
  108. 4:15or silhouette parallax occlusion
  109. 4:17mapping. So, let's take a look at the
  110. 4:19magic trick. This is also an old
  111. 4:21document, but look at the issue with
  112. 4:23standard POM.
  113. 4:25So, you got your normal mapping, which
  114. 4:27we're all used to, we learned that in
  115. 4:28schools. It's basically one of the first
  116. 4:30things we learn. But look at the edge of
  117. 4:32the wall with the parallax occlusion
  118. 4:34mapping
  119. 4:36and you understand that it's quite
  120. 4:37limiting. And it's usually used for
  121. 4:40ground. So, it's like a continuous
  122. 4:42surface
  123. 4:43on which you can put, you know, of
  124. 4:45course, rocks, uh twigs,
  125. 4:47grass, absolutely anything. So, it's
  126. 4:50really easy to fix this issue.
  127. 4:53But on walls,
  128. 4:55uh we have certain limitations. But then
  129. 4:57with the parallax occlusion mapping with
  130. 4:59silhouette or silhouette parallax
  131. 5:02occlusion mapping,
  132. 5:03this issue is gone.
  133. 5:05And the cost remains reasonable. So,
  134. 5:08this is another example where it does
  135. 5:10bricks very nicely like we can see here.
  136. 5:13And this was used commonly, but we
  137. 5:15needed to add beams or columns to hide
  138. 5:17the hard edge of the flat geometry. But
  139. 5:20SPOM or silPOM for silhouette parallax
  140. 5:24occlusion mapping seems to be solving
  141. 5:26this issue. I will add many links in the
  142. 5:29description so you can find a lot of
  143. 5:31reading material. There are some very
  144. 5:33intense definitions, but some of you
  145. 5:35might be interested in reading that.
  146. 5:37It's also interesting to see that
  147. 5:38CryEngine was using this technique more
  148. 5:41than 10 years ago. In case you were not
  149. 5:43aware, CryEngine is or was available for
  150. 5:46free and before Unreal Engine 4 and 5,
  151. 5:50it was the next gen engine that anyone
  152. 5:52could use. I remember using it a few
  153. 5:54times while in school 13 years ago
  154. 5:57and back then we were using Unreal
  155. 5:59Engine 3. I know, I'm old and I hated
  156. 6:02Unreal Engine at the time. It was clunky
  157. 6:05and ugly and had so many issues.
  158. 6:07CryEngine was so ahead of this. It was
  159. 6:10just a blast working with this engine.
  160. 6:12Anyways, I will put the link to the
  161. 6:14documentation from CryEngine that
  162. 6:16explains that SPOM is like using
  163. 6:18tessellation without actually being
  164. 6:21tessellated. You know, this kind of
  165. 6:23wizardry. And same thing for this video
  166. 6:25that shows this very technique and you
  167. 6:28can see that it can very well be what
  168. 6:30Pearl Abyss has been using in their
  169. 6:32Black Space engine. Also, it was
  170. 6:34possible to use this technique in Unreal
  171. 6:36Engine 4 in 2015.
  172. 6:39So, it's really nothing new and it's
  173. 6:41high-level optimization and shader
  174. 6:43trickery.
  175. 6:45You can see here that the movement that
  176. 6:47you see on the edge of the screen is
  177. 6:49typical of POM.
  178. 6:51Displacement does not do that. So, it
  179. 6:53further proves, quote unquote, that this
  180. 6:56is what is being used here. So, while
  181. 6:59many people playing the game are
  182. 7:01complaining about some weird visual
  183. 7:03flickering and glitches that annoys
  184. 7:05them, which is a legitimate complaint,
  185. 7:07by the way,
  186. 7:08but most devs, especially artists like
  187. 7:11environment, texture, and tech artists,
  188. 7:14have been trying to crack the code since
  189. 7:16the game launched. We're trying to
  190. 7:18understand how is it possible? How is
  191. 7:21this game running smoothly with that
  192. 7:23level of displacement or POM all over?
  193. 7:27What kind of magic trick did Pearl Abyss
  194. 7:29pull? Note that all of this is still
  195. 7:31speculation at this point, but we're
  196. 7:33making very well-educated guesses at
  197. 7:35this point.
  198. 7:37The community is coming together to
  199. 7:38explore the technology behind this
  200. 7:40wonderful game.
  201. 7:42Just like those who have been playing or
  202. 7:44exploring the vast lands of this world,
  203. 7:46this game keeps us obsessed and is
  204. 7:49moving things forward.
  205. 7:52But here's the conclusion of this
  206. 7:54investigation so far.
  207. 7:56It really looks like the devs at Pearl
  208. 7:58Abyss have been using a very
  209. 7:59well-optimized silhouette parallax
  210. 8:02occlusion mapping for most of their
  211. 8:04tileable materials.
  212. 8:06And the byproduct of that decision is
  213. 8:09some flickering here and there.
  214. 8:11I would say your experience will vary
  215. 8:13depending on your hardware. And we're
  216. 8:15talking about PC hardware here.
  217. 8:18And while this decision makes a lot of
  218. 8:19sense and actually explains a lot of
  219. 8:21things, it is also a source of division
  220. 8:24among the players.
  221. 8:26Some can live with the artifacts created
  222. 8:28by the use of this technique while
  223. 8:30others see this as a cheap-looking
  224. 8:32glitch and they think it's poor
  225. 8:34optimization from the team.
  226. 8:36The least we can say is that this game
  227. 8:38is making a lot of noise in the industry
  228. 8:41and looking at the sales numbers, which
  229. 8:44has been announced this week, 4 million
  230. 8:46copies sold, it's touching the gaming
  231. 8:49community and finding its audience.
  232. 8:54If you're learning from these videos,
  233. 8:56but are still struggling to put
  234. 8:58everything together into a full
  235. 8:59environment, that's exactly why I built
  236. 9:02my full course.
  237. 9:04You'll build the entire scene step by
  238. 9:06step in real time.
  239. 9:09Understanding composition, scale,
  240. 9:12materials, and lighting, so you can
  241. 9:14apply the same process to your own
  242. 9:16worlds. These environments were created
  243. 9:18by students using the same workflow you
  244. 9:20will learn here. It's designed for
  245. 9:22artists who already know the basics and
  246. 9:25want to create a professional portfolio
  247. 9:27work, not just isolated studies.
  248. 9:30This isn't about learning tools, it's
  249. 9:32about learning how professionals build
  250. 9:34environments. If that's where you're
  251. 9:36trying to get to, you can check the link
  252. 9:38in the description.
  253. 9:40And a quick thank you to the members
  254. 9:42supporting the channel. Your support
  255. 9:44helps make these videos possible.

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