how grass works in Ghost of Tsushima
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- Опубликовано: 29 сен 2024
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My grass obsession continues. Support the development of these videos: www.patreon.com/StylizedStation
For those who want to learn even more - 99% of the information in this video is from Eric Wohllaib's great GDC talk: ruclips.net/video/Ibe1JBF5i5Y/видео.html
The other 1% is from this cool blog post from Outerra: outerra.blogspot.com/2012/05/procedural-grass-rendering.html
Hos was this comment from yesterday?
Could you do a breakdown on breath of the wild grass if you haven't already?
THANK YOU! Not only for the video but for this very comment, which was exactly the documentation I was hoping to find, I appreciate it! ^^
nobody cares
I never thought i would be so invested in grass of all things
Spending 5 min watching grass grow turned out to be very fun :)
you have to observe before you touch
Try lawnmower simulator. Its entrancing
touch grass and you’ll feel every detail on it
Its my favourite thing about the game XD
the most impressive thing is that they did all this work because they really truly understood the atmosphere and image they were trying to convey with the game and they knew this was a significant and impactful part of it
Honestly best grass I’ve seen in gaming
The Witcher 3, had also very good looking grass.
@@MiyagiDo9 You trippin lol
Horizon forbidden west took the crown after GOT
@@MiyagiDo9 bruh they look like grass texture on a plane
Tlou2 Grass is amazing too
That's really interesting and it's crazy how much work goes into making something as mundane as grass look right. They did a great job and I especially like the accuracy of the clumping.
Mundane or not, you see it all the time and grass as well as hair and fur has been a challenge to render convincingly for a long time. Devs did an amazing job in this game.
idk, grass is the opposite of mundane for me. It just adds so much, especially when it's interactive.
@@pepperdayjackpac4521 Oh for sure! I more meant it as "grass is so common, it's pretty easy to overlook it when making a game so I'm glad they really put the effort in and made it look awesome!"
@@RSpudieD oh, then yes. I agree. It's the small things that count.
@@pepperdayjackpac4521 that's retarded
Just WOW! How much thought and technical mastery was needed for the grass is inspiring and astonishing!
Thank you! the implemented *dynamic movement* for its interactive dynamic environment "guiding winds", for its visual direction, was Ghost of Tsushima own identity.
since it inspired by Akira kurasawa.
hope more people get to watch this.
I remember watching the gdc talk about this, I was crazy invested for some reason
my first thought when i played the game was "how is this not super expensive to run?" they did a great job optimizing it unlike some other AAA developers. It shouldnt be something you congratulate since all games should be optimized. but its getting rare nowadays.
I got so inspired that I went outside and actually touched grass
Finally, dude..
Zelda's Grass was made in a similar way too. Polygonal grass looks like the future since GPUs are getting better and better to render Polygons but at the same tame, overdraw still a massive problem when using cards. Creating Procedural Mesh for foliage does not seem like a big trouble, but I guess It would be a pain to use it in Unreal, for example, since I don't think Foliage Tool would be usable, requiring us to do GPU instancing manually (Maybe I'm wrong, IDK). It looks like a lot of hard work.
Incredibly informative. As soone with no background in soft other than so Nice tutorialgh school band, I completely understand everytNice tutorialng
Now I understand how the grass in my yard works
I'm allergic to grass, I think I got healed by this video
Grass is pretty cool
Ghosts of Tsushima was one of my fav games
im so happy im not a single video games grass enjoyer in this world
You should make a video about how window cubemaps work in video games
do more videos like this
They took go touch grass to a whole new level
alternative title: how suckerpunch turned a 400$ console into a jet engine using ghost of tsushima
awesome, grass is solved now
You should link the presentation this video is based on.
i am waiting for the days when we can load whole grass as far as we can see
the grass of tsushima
The most beautiful game ever created
i love hearing about game dev as an outsider. you get shit like
"hmm we cant use images of grass, thats taxing on the computer. ho hum have it generate every single blade of grass at run time"
ok I’ll try that lol
Grass I wanna go out and touch
You really like grass
Me too
I've heard that some smoke grass.
what is grass?
That grass also looks very tasty. The goats of Tsushima will definitely appreciate :o)
Jokes aside, this is one of your best vid. I think you found a good pace and structure for this type of content.
Underrated comment
W comment
Absolutely goated comment
This dude salivating over grass
@@drlemon7729relatable
Ive been meaning to research that GDC talk but a lot of the concepts felt inaccessible on my first watch through. This has helped a lot!
Yeah this is way easier to digest!
@@darkmattergamesofficial Because it provides no useful information at all
@@Genebriss It is useful if you already know the technical side. This gives you the overall ideas
@@Genebriss it's always these side accounts or people looking for clout, that make those generic, wishy-washy, super positivity but no substance comments. Can see them a mile away.
half of my playtime in this game is staring at the vegetation
Was it fun?
@@darialomurno05 for those interested in graphics (especially artists) yeah, it is quite fun
yes, very zen
"What makes the green grass grow!?"
"Vertex shifting bezier curves and a scrolling Perlin noise texture!"
Beautiful, technical, no way in hell am I even thinking about attempting any of that in my project. I felt dizzy just listening to this commentary.
Years of xp, millions of dollars, multiple workers
I hate how we have to use doctorate thesis levels of algorithms just to render grass
I've never seen someone hates well developed nature in game.
Maybe devs also should just use blue texture over the sky, without clouds, light, weather technologies as well? I mean, it's just a nature, why should we use the research of scientists on something little as nature itself?
This is why I'm not gonna do game developing 😂
@@danyort1014
Dude... That's just a joke
And secondly, it's not even hating on good looking grass, it's just joking about how ridicolously hard it is to get that real good looking grass
And you know... Games can look good without these things too, I love myself some static skyboxes, they can be done really well too
Of course that's no gonna beat an entire weather system but still pretty beautifull
@@mauricestardddude8317
Hey, that's actually ironic and funny.
I had sarcasm at the end of my comment, but your entire comment was sarcastic. Lol, it's really must be a good laugh for readers of this topic
@@danyort1014
Damn I dun fucked up on reading sarcasm
In my defense not the clearest sarcasm I read, but eh, can't fret over every egg
this is really interesting stuff, for something that you might hardly think about in game the developers put a lot of thought into it. correct me if I'm wrong but this type of work falls under the role of a technical artist, right? rather than purely the environment artist?
70% of the screen ought to get a good deal of work/thought put into it :D
Yes, technical artist, they would figure out what types of tools would be needed and create them and/or get other developers to create them, then the environmental artists would make use of the tools to actually create the environment.
Some environmental artists have deep technical knowledge. It depends mainly on the project actually (for a huge game like this there will be more people working).
Yeep technical artists. They are really cool aren't they?
A mix of tech art, environment art and probably rendering programers.
I predict a 'so yeah grass is pretty cool' at the end
This seems so, so dumb. Why would you ever want to generate new grass every frame when it can be pre-generated and cached? Plus, I don't see how this minimizes overdraw at all. Sure, you won't be wasting drawcalls if all of this is batched/instanced, but the grass planes/billboards should be batched/instanced as well.
Anyway, the rest seems pretty cool and is applicable anyway.
You know what's crazy? The PS4 Pro is known to be loud even when cleaned, but throughout my entire playthrough until Platinum of the game, not once have I heard my console emitting any noise I'd usually hear when playing games such as God of War, Ratchet and Clank, and Days Gone. It _does_ make slight amount of noises during cutscenes but that's to be expected, but the gameplay experience itself is so silent it's quite jarring. I remember sometimes putting my ears next to me console to hear any noise but nope, nothing.
Add the inexistent loading screens to the mix and the praise goes to Sucker Punch for pushing the console to its limit as efficiently (and quietly) as possible.
Finally, got some grass I can touch.
And kids, this is what MATHS can do. SO LISTEN TO YOUR TEACHERS IN CLASS! Those idiots who say "When am I ever gonna use trigonometry in the real world" THIS! PEOPLE! THIS!
It's great to learn about things you haven't seen before.
When you get genuinely interested in video game grass, it might be time to touch grass.
Thank you master
smoke some*
I’m genuinely interested in grass in game doesn’t mean I don’t touch grass bud…. This game games technology with the way it works is generally interesting maybe one day I’ll design a game and copy the same technique used here
@@Dan-ek5oc relax man stop taking everyone on the internet so seriously. you're right and we both know it but you dont need to convince everyone of it
@@Dan-ek5oc Wow, its a joke. Nothing personal.
The amount of planning and problem solving it takes to make games like this blows my mind. They did an awesome job
God please let this be ported to pc
Can you please cover grass of genjin inpact as well?
I think he has already done one. It's either in his grass video or in his Genshin impact video
Grass vid:
ruclips.net/video/4xkROldgFOM/видео.html
Genshin Impact vid:
ruclips.net/video/5xkr78BJjTk/видео.html
@@glorbnorgaborg37yearsago10 ah oka, themks
I just ran across your channel for the first time and it is amazing! I love how you explained how something simple like grass can be infinitely complex within a virtual world. Seriously, you have an amazing channel and I will be a viewer for as long as you continue to produce content (as I just subscribed)! I hope that you produce more content on small details like this (eg. water physics, shadows, dynamic weather systems etc. within videogames), I think small details within videogames could be your “thing” because you teach it in such an engaging and interesting way 😊🙌🤩
I've just discovered your channel, really loving the content! It's very well explained, so that even a relative layman like myself can understand. Also succinct enough to keep my interest without going too long. Well done!
The fact you reach out to feel like grass as you walk makes me all giddy when I see stuff like that in games
Since grass density is a major gpu hog, and also what much of what makes nature exteriors look beautiful, it makes sense for developers of AAA titles to put a lot of resources on developing new techniques for its optimization.
You're videos are so helpful. I'm trying to master environment art, but before that I must master 3D vegitations. This is the kind of level I want to achieve where you truly perfect your area of interest. Great explanations , research, and details. Thank you.
I admire their computational efforts. but the challenge is when the quality of realism increases, the required level of art grows simultaneously
That's why the textures are procedural, and why ue5 already comes with thousands of scanned in assets. It will literally cut the workload down back to what it was back in the late 360/ps3 era
Actually this takes away a lot of work for the devs so they can focus on more important artistic aspects
The grass itself is still modifiable by hand if necessary
When touching grass in a videogame is much cooler than IRL
This is a TL;DW of the GDC talk. Thanks!
All for touching grass, they took "go touch some grass" too seriously
They even have cannabis growing in GoT. You could smoke some lmao.
it just works
"It's about grass it's about unreal, we stay hungry we devour art station"
- Art Station
Cringe
@@thorny8013 no one asked your opinion
Never played this game, never seen any real gameplay of it either. Yet here I am, watching a guy talk about how the grass works. Crazy how life works out.
I like this video because it's more in-depth and technical than your other ones
Okay but HOW do you know what exact techniques devs have used? Is it public, do they tell us? Do they give away their secret recipe?
It's fascinating, thank you for making those videos.
Devs generally talk about this kind of find on GDC Talks. You will definitely see a lot of content on their Channel/Website. They don't go too deep on each technique since it would take weeks to tell each detail, but they take the main points and explaing their logic, show their experiences and their results. It's a good Channel to gamedevs, in general. The thing is, for Indies this may look a little bit "too technical". Sometime you'll feel lost in some concepts (Mainly if you only do only one area like 3D Art, for example).
WOW! after that, im gonna smoke some grass
I'm convinced this is some sort of elaborate conspiracy and the ps4 is actually just a magic box. No way should it be possible for a GPU to calculate all those blades of grass. If i open up blender now it would surely take 3000 years to render that much grass, let alone have it be animated so smoothly.
Also turning orthogonal grass to face the camera is pretty smart idea too
You'd be surprised how much optimization goes on in there, but still consoles are way stronger than people think
How can this be even rendered in real time. It seems a lot more to process. Isn't the shifting verticles harder to calculate than a simple change in LOD?
Unreal Engine 5's new Nanite Foliage seems exciting now!
Ya Ya! grass is grass and it's pretty cool. Touching and feeling it also crazy cool.
I have to touch some grass now.
impressive, but in no universe would anyone call this "painterly".
This is really interesting! Thank you for explaining this!
Damn bro. Give this more views amazing vid. I'm subbing
Thank you for not clickbating this. Other ytubers would stretch this to at least 15 minutes...i was preparing to be irritated when I clicke in but was pleasantly surprised!
Amazing. So many good ideas in here. I really, really want to see if I can reproduce this grass behaviour. Especially the LOD blending, not sure how to accomplish it but it seems like a great challenge.
I was very interested in grass when ghost of tsushima came out ty for the awesome vid!! Can we also a have video of fonts in video games? I feel like no one really talks about it.
But you still walk through like nothing is there. I would expect more physics in games with all this teraflops at disposal. Makes game's world more immersive than 4K and 60fps. Much much more.
Grass in Legend of Zelda: BotW looks great, but game such i great physics.
LOL everyone praises this game so much, but the gameplay is so fucking repetitive it's not funny.
I guess this is a sign to start touching grass.......
IN GHOST OF TSUSHIMA HELL YEAHHHHH
Developer: *Folds Grass to save ressources*
Manager: Im not even mad that's amazing!
The quality of GoTs open world cannot be overstated. It is one of the most alive-feeling environments ever produced.
My friends asked me if i smoke.
I asked why...
He said, because he has some grass.
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Is this what he was talking about? This is DOPE!
I'm curious, if it's possible to model each individual blade of grass even on PS4-era graphics hardware, why did people still bother with grass cards in the first place?
Everyone should take notes from Sucker Punch, the grass in this game looks even better than RDR2 somehow...
I can tell you without watching.
Because the story was lackluster the gameplay is literally the low effort ArkhamCreed gameplay with repetitive far cry Base capturing and objectives. So they had time to devote to the grass. The duels are cool tho
Really wish ghost of Tsushima was on pc but I also believe Sony should port all of their games to pc to the point where the console isn’t special besides from its design and ui and controller cuz like look at Xbox we got nothing special besides from gamepass but then yet 80% of the games suck and it’s on pc
It's so beautiful 😍 most beautiful game of all time this coming from someone who plays all AAA games that hit the market.i literally fall asleep and leave my headphones on cause the sound effects and music are perfection. Need a sequel right now please.i really really need it please I cannot live without please please please
I can't imagine a more boring subject for the topic of a video
i dont get the comments.
grass was always very important in videogames..
just look at 16 bit rpg games for example.
ghost of tsushima to PC ... will bring me a VACATION instantly !
hopefully, RUclips is still around to help Nice tutorials upload "echo into eternity" XD
One game that did grass insanely well was far cry 2. Can't really describe it but it's just so simple yet sooo convincing
because Ghost of Tsushima is a game blessed by God that deserved to win that fucking GOTY award.
If someone tells me to go outside and touch grass I will just put on this game
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.(because it's basically the same)
elden ring struggling not to freeze every 5 seconds from its own shadders cache, meanwhile ghost of tsushima showing pick creation, cant wait for the game to come on PC.
in every other game Grass looks like Ass but each blade of grass and flower pedal are actually 3d moddled instead of a bunch of a 2d paper thin green pixels as the illusion of grass.
Does ue5.1's nanite for grass nullify all the procedural effort.
And here i thought the grass in breath of the wild looked amazing. Well it does look good, it's just that the grass in breath of the wild is only being rendered a few steps around you at a time since the switch console cannot handle rendering grass like in ghosts of tsushima.
I think you can notice that stuff is loading when he turns the screen quite fast. That everything behind the camera is not fully loaded, if I understood it correctly?
Check out horizon forbidden west it’s insane too although they have a different style so you can’t say one is better then the other
How is it they said clothes wouldn't phase through characters to hype the PS3 but there's no gaf whatsoever for whether this hyper stylized grass is moved by the character