How Crimson Desert Fakes Realism (It’s Genius) — Transcript
Full transcript
- 0:02One of the main visual features of
- 0:04Crimson Desert is this.
- 0:07But what is this? And how could they use
- 0:10it everywhere?
- 0:12While a lot of players reported some
- 0:14flickering and visual glitches here and
- 0:16there,
- 0:17most environment artists and many other
- 0:20devs have been trying to put the finger
- 0:22on how Pearl Abyss did it.
- 0:25How could their engine get away with
- 0:27using this effect everywhere without
- 0:30crippling the performances?
- 0:33And I'm talking about running the game
- 0:35on a high-end PC that has no issues.
- 0:38This is not meant to start a debate
- 0:39around the base PS5 version and how come
- 0:42the game looks like this on this console
- 0:45and all that jazz. Let's keep our focus
- 0:47here.
- 0:48You can hear my assumption in this video
- 0:50that I made a few weeks ago.
- 0:53I was concluding that it was
- 0:54displacement with a distance from the
- 0:56camera system to turn it on and off.
- 0:59Many in the comment section suggested it
- 1:01was in fact parallax occlusion mapping.
- 1:04But me and many other devs that I talked
- 1:06to and others online were not convinced.
- 1:10In my case, the specific reason I did
- 1:12not believe it was POM or parallax
- 1:14occlusion mapping was that the
- 1:16silhouettes were not flat
- 1:19like it's usually the case with POM.
- 1:22And here's another thing suggesting that
- 1:24it was not your standard parallax
- 1:26occlusion mapping. While it's really
- 1:28cool to see the effect appear when
- 1:30reaching a certain distance, parallax
- 1:32occlusion mapping or let's call it POM
- 1:35should not be visible in the depth
- 1:37buffer. It is rendered later on in the
- 1:39pipeline and would usually not be seen
- 1:41here at all. By the way, this is done
- 1:44using ReShade which is a great tool,
- 1:46free and open source that you can use if
- 1:49you run the game on your PC.
- 1:51Link will be in the description.
- 1:54For those who might not be familiar with
- 1:56these topics, let's say that
- 1:58displacement, which relies on vertices,
- 2:01so geometry, takes the information from
- 2:04a height map and with the added geometry
- 2:07created by the tessellation, which is
- 2:09really like adding a lot of vertices, it
- 2:12then pushes in and out those vertices to
- 2:14create depth.
- 2:16Parallax occlusion mapping simulates
- 2:19displacement by shifting UV coordinates
- 2:22based on camera angle and height. And it
- 2:25does not add any geometry.
- 2:28That's why it's cutting straight at the
- 2:29edge.
- 2:31Regarding performance,
- 2:33displacement is usually more expensive
- 2:35because of the increased vertex count,
- 2:37while parallax occlusion mapping is a
- 2:39pixel shader trick. It's considered
- 2:42moderately expensive, so less than
- 2:44displacement.
- 2:48Logically, that must be the technique
- 2:50Pearl Abyss chose, right? Seeing that it
- 2:53is everywhere and that the general
- 2:55performances of the game are stable. I
- 2:57mean, the FPS is holding up, right?
- 3:00Except this fact.
- 3:02POM doesn't do silhouette. And we can
- 3:05see the wall silhouettes on every wall
- 3:08corner in the game.
- 3:10So, the mystery remained.
- 3:12And since Pearl Abyss did not officially
- 3:14reveal what techniques were used, we
- 3:17have been left to speculate.
- 3:20But some people are very curious and
- 3:22wanted to get to the bottom of this.
- 3:25In my first video on the game, the one
- 3:27about the engine, I mentioned the next
- 3:29dev from Pearl Abyss talking about the
- 3:31team being obsessed with optimization
- 3:34and that they were using very old
- 3:35techniques that are nowadays not
- 3:37forgotten, but not common for modern
- 3:40games. So, this gentleman, Georgian
- 3:43Avram Iancu,
- 3:45sorry if the pronunciation is incorrect.
- 3:48So, he posted this on X. He says it
- 3:51appears to be parallax mapping with
- 3:53offset limiting.
- 3:54And it can easily be switched on and
- 3:56off.
- 3:57He also gave the link to a paper which
- 3:59is from the early 2000s, which I will
- 4:01get back to in a minute and link in the
- 4:03description, of course. Another dev
- 4:05named Joshua Stubbles suggested that it
- 4:08was indeed what Pearl Abyss used for
- 4:11their game and it was also called SPOM
- 4:15or silhouette parallax occlusion
- 4:17mapping. So, let's take a look at the
- 4:19magic trick. This is also an old
- 4:21document, but look at the issue with
- 4:23standard POM.
- 4:25So, you got your normal mapping, which
- 4:27we're all used to, we learned that in
- 4:28schools. It's basically one of the first
- 4:30things we learn. But look at the edge of
- 4:32the wall with the parallax occlusion
- 4:34mapping
- 4:36and you understand that it's quite
- 4:37limiting. And it's usually used for
- 4:40ground. So, it's like a continuous
- 4:42surface
- 4:43on which you can put, you know, of
- 4:45course, rocks, uh twigs,
- 4:47grass, absolutely anything. So, it's
- 4:50really easy to fix this issue.
- 4:53But on walls,
- 4:55uh we have certain limitations. But then
- 4:57with the parallax occlusion mapping with
- 4:59silhouette or silhouette parallax
- 5:02occlusion mapping,
- 5:03this issue is gone.
- 5:05And the cost remains reasonable. So,
- 5:08this is another example where it does
- 5:10bricks very nicely like we can see here.
- 5:13And this was used commonly, but we
- 5:15needed to add beams or columns to hide
- 5:17the hard edge of the flat geometry. But
- 5:20SPOM or silPOM for silhouette parallax
- 5:24occlusion mapping seems to be solving
- 5:26this issue. I will add many links in the
- 5:29description so you can find a lot of
- 5:31reading material. There are some very
- 5:33intense definitions, but some of you
- 5:35might be interested in reading that.
- 5:37It's also interesting to see that
- 5:38CryEngine was using this technique more
- 5:41than 10 years ago. In case you were not
- 5:43aware, CryEngine is or was available for
- 5:46free and before Unreal Engine 4 and 5,
- 5:50it was the next gen engine that anyone
- 5:52could use. I remember using it a few
- 5:54times while in school 13 years ago
- 5:57and back then we were using Unreal
- 5:59Engine 3. I know, I'm old and I hated
- 6:02Unreal Engine at the time. It was clunky
- 6:05and ugly and had so many issues.
- 6:07CryEngine was so ahead of this. It was
- 6:10just a blast working with this engine.
- 6:12Anyways, I will put the link to the
- 6:14documentation from CryEngine that
- 6:16explains that SPOM is like using
- 6:18tessellation without actually being
- 6:21tessellated. You know, this kind of
- 6:23wizardry. And same thing for this video
- 6:25that shows this very technique and you
- 6:28can see that it can very well be what
- 6:30Pearl Abyss has been using in their
- 6:32Black Space engine. Also, it was
- 6:34possible to use this technique in Unreal
- 6:36Engine 4 in 2015.
- 6:39So, it's really nothing new and it's
- 6:41high-level optimization and shader
- 6:43trickery.
- 6:45You can see here that the movement that
- 6:47you see on the edge of the screen is
- 6:49typical of POM.
- 6:51Displacement does not do that. So, it
- 6:53further proves, quote unquote, that this
- 6:56is what is being used here. So, while
- 6:59many people playing the game are
- 7:01complaining about some weird visual
- 7:03flickering and glitches that annoys
- 7:05them, which is a legitimate complaint,
- 7:07by the way,
- 7:08but most devs, especially artists like
- 7:11environment, texture, and tech artists,
- 7:14have been trying to crack the code since
- 7:16the game launched. We're trying to
- 7:18understand how is it possible? How is
- 7:21this game running smoothly with that
- 7:23level of displacement or POM all over?
- 7:27What kind of magic trick did Pearl Abyss
- 7:29pull? Note that all of this is still
- 7:31speculation at this point, but we're
- 7:33making very well-educated guesses at
- 7:35this point.
- 7:37The community is coming together to
- 7:38explore the technology behind this
- 7:40wonderful game.
- 7:42Just like those who have been playing or
- 7:44exploring the vast lands of this world,
- 7:46this game keeps us obsessed and is
- 7:49moving things forward.
- 7:52But here's the conclusion of this
- 7:54investigation so far.
- 7:56It really looks like the devs at Pearl
- 7:58Abyss have been using a very
- 7:59well-optimized silhouette parallax
- 8:02occlusion mapping for most of their
- 8:04tileable materials.
- 8:06And the byproduct of that decision is
- 8:09some flickering here and there.
- 8:11I would say your experience will vary
- 8:13depending on your hardware. And we're
- 8:15talking about PC hardware here.
- 8:18And while this decision makes a lot of
- 8:19sense and actually explains a lot of
- 8:21things, it is also a source of division
- 8:24among the players.
- 8:26Some can live with the artifacts created
- 8:28by the use of this technique while
- 8:30others see this as a cheap-looking
- 8:32glitch and they think it's poor
- 8:34optimization from the team.
- 8:36The least we can say is that this game
- 8:38is making a lot of noise in the industry
- 8:41and looking at the sales numbers, which
- 8:44has been announced this week, 4 million
- 8:46copies sold, it's touching the gaming
- 8:49community and finding its audience.
- 8:54If you're learning from these videos,
- 8:56but are still struggling to put
- 8:58everything together into a full
- 8:59environment, that's exactly why I built
- 9:02my full course.
- 9:04You'll build the entire scene step by
- 9:06step in real time.
- 9:09Understanding composition, scale,
- 9:12materials, and lighting, so you can
- 9:14apply the same process to your own
- 9:16worlds. These environments were created
- 9:18by students using the same workflow you
- 9:20will learn here. It's designed for
- 9:22artists who already know the basics and
- 9:25want to create a professional portfolio
- 9:27work, not just isolated studies.
- 9:30This isn't about learning tools, it's
- 9:32about learning how professionals build
- 9:34environments. If that's where you're
- 9:36trying to get to, you can check the link
- 9:38in the description.
- 9:40And a quick thank you to the members
- 9:42supporting the channel. Your support
- 9:44helps make these videos possible.
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