I'm using a very similar method for grass rendering in my game, and have been struggling with the noisy specular highlights issue for a while. Definitely going to try the solution talked about here.
A great talk! Technically detailed so that we can get a real sense of how it all works. At the same time thoughtfully presented so that the listener is not overwhelmed by a firehose of jargon or numbers, and the whole talk is logically ordered too. Well done!
That's insane - he just told absolutely everything what was bothering me for a long time about grass rendering. Thank you Sucker Punch Production and Eric Wohllaib!
I love how just about every visual aspect of the game is tied both aesthetically and programmatically to the foliage systems. Excellent talk that I feel anyone working on a game should watch.
What a fascinating talk! While I don't understand most of the terminology, all the concepts make a lot of sense. It's so dope to hear all the hard work and creativity that went into to finding solutions and man, the final product is so beautiful. I sometimes load up single player just to brush my hand through some Pampas grass as I stroll through. Amazing job on Ghost and thanks for the peep BtS!
Ah, so this is the kind of material that the Digital Foundry guys learn from. Damn, this is another level of stuff, way too complex for simple minds like mine. I am sincerely impressed and humbled by the expertise of the presenter! Amazing stuff.
I can’t wait for part 2. Just finished playing the game for the first time yesterday. Luckily I got to play the PS5 version with PS+ Extra. Amazing game.
This game alone made PSNExtra worth the price. Plus we got Stray brand new! But goodness me the grass was stunning in this game, for me it was the buffeting wind that sells it. Perlin noise, of course!
Crysis 3 did full skinned geometry grass in ps3/xbox 360 with wind simulation, with good enough density, i don't know why grass cards are still used today when we have 100x more GPU power.
Why developers would spend GPU power for unnecessary? If a method is enough, then use this. GPU power management is most important part of the game developing. 100x or 100Kx, not make difference.
I wanna be a game designer so bad i just wanna be the guy who creates assets and world building im obsessed with it same with architecture id be making open world fantasy settings
They still use grass cards. Everything explained here are engine methods of dealing with foliage. Unreal already does similar things but better. slightly better tho lol
@@mxn5132 The whole talk is how they ARE NOT USING CARD GRASS how the hell did you even missunderstand that? He literally said why they didn't use card grass a minute into the video. When the hell did you stop watching? At the 3rd second?
@@Anonymous_Man They didn't us conventional grass cards that has a lot of grass placed in a series of cards on a single mesh, rather they still used a grass card but it contains a single grass. They didn't go the complete grass mesh route. You can literally see it in the video.
@@mxn5132 Yeah that means it's not a card, it's low poly grass. If you don't know the terminology don't use it. Better yet if you're not versed in a topic don't comment - that's asking too much from the yt comment section I guess.
I'm a fan of combining light baking & animation baking with real-time rendering to improve render quality without sacrificing fps performance: Would it have been possible to pre-render the entire scene (offline) as animated (3D movie) scene, and then use object occlusion culling and light occlusion culling to only render actual blade reflections and blades of grass (ie the block tiles) where the character is likely to interact.
I'm just a layperson but wouldn't that kind of thing make it look weird when blending the transition between animation "zones"? I'd imagine you would run into constant juddering or artifacting when blending a zone of real time lighting into a distant field of baked lighting when it reflects off of differently angled blades of grass
...SOOOOOOOO is it true that this was just put out after all the tweaking and adjusting to the game as a pre push to get eyes and ears back on Ghost of Tsushima before the PC port is released :) :) :) just saying we did just past that 2 year mark that has been a pattern, fingers crossed! Also LETS BE HONEST Ghost of Tsushima will be its very best on a pc with a Ryzen 5800x/5900x, 3080/90-Rx68/900xt running at 80-120fps NATIVE 4k HDR(oled for the lucky ones) with amazing draw distance. Not to mention more control over post processing, other settings and M&KB. Just think how many people will be buying the same game for the SECOND time :) ALSO if your still reading this and are a employee at sucker punch... If there is one thing almost every player would want for the pc port, It would be some sort of Mod "support". Doesn't have to be "support" so to say, but just the option/accessibility/ease of access would be amazing and make the game live even longer, Dramatically increases replay ability and of course sell more copies. I mean the only other thing besides Modding capability that I would ask for but know wouldn't be an option, is CO-OP in story mode. Yeah I know it would be weird/take away from the story telling if there was 2 Jins on screen...MAYBE one person could play as the "Ghost of Tsushima" :) ok I'm done wasting your time, MAYBE in GOT2 though? Thanks in advance
Impressive work. Actually it is impressive genius work because too much r&d on this effort without knowing the exact results. So trials and errors are ultra time consuming. The math behind that? Unbelievable! This makes me believe how god is a ultra superior being and how we humans are powerless beings. He designed cpu, gpu of life and also he designed ultra realistic grass that runs infinity fps (max details). He did it with just saying "let the light begin". Halelujah! I hope one day we can reach that point so we can play much more better looking games without so much effort behind that.
This is the most interesting video about grass (and one of the best about handling environment rendering in games) ever!
Have you seen the one on GoW wind too? One of the best as well
@@RVillani goes perfectly together with the one about the particles in returnal.
as well as the vegetation system of the horizon games.
@@KimboKG14 oh yeah, for sure!
The Returnal one I haven't seen yet. Thank you for mentioning it!
I'm using a very similar method for grass rendering in my game, and have been struggling with the noisy specular highlights issue for a while. Definitely going to try the solution talked about here.
That or what I do is increase roughness the further the object is from the camera (offline rendering)
A great talk! Technically detailed so that we can get a real sense of how it all works. At the same time thoughtfully presented so that the listener is not overwhelmed by a firehose of jargon or numbers, and the whole talk is logically ordered too. Well done!
Loving that we are getting more and more fantastic tech art and vfx talks
That little point at 14:56 is actually super insightful. I'd never thought about specularity that way but it makes perfect sense.
That's insane - he just told absolutely everything what was bothering me for a long time about grass rendering. Thank you Sucker Punch Production and Eric Wohllaib!
Great job and great grass
Amazing vid
Extremely informative and well-presented, thank you! Always admire the creative solutions people take to get these beautiful effects.
I love how just about every visual aspect of the game is tied both aesthetically and programmatically to the foliage systems. Excellent talk that I feel anyone working on a game should watch.
This given me some great ideas, Many Thanks
these Ghost of Tsushima talks are so amazing, I love you Sucker Punch!!!!
that's what i call job well done!
This game had some of the best foliage I've ever seen, so glad we got this talk
Your grass rendering is the best i have seen in game development
the bezier curve explained has 3 control points (ground pos, mid point, tip), so isnt it a quadratic bezier curve rather than a cubic?
Super well done and well presented!
What a fascinating talk! While I don't understand most of the terminology, all the concepts make a lot of sense. It's so dope to hear all the hard work and creativity that went into to finding solutions and man, the final product is so beautiful. I sometimes load up single player just to brush my hand through some Pampas grass as I stroll through. Amazing job on Ghost and thanks for the peep BtS!
It couldn’t have been an easy job to render all those individual grass stems especially with the underpowered ps4 in mind
amazing talk! The grass in GoT looks amazing!
Awesome! I've been waiting for this talk to go up after looking through the slides. The result is incredible, excited to give something similar a try.
Just did it and it's frankly amazing. The performance is kinda insane. I didn't think I could render this much grass at the same time.
@@wakannnai1 Hey! Can I ask you a couple of questions about that? Do you have discord?
This was amazing to watch!
I am a grass enthusiast :)) I can't wait to try this when I get some time
A link to the Outerra blog post mentioned in the talk: outerra.blogspot.com/2012/05/procedural-grass-rendering.html
Thanks for sharing it, this info could be put on sale
Yeah, the grass. A simple aspect of our ordinary life, yet so satisfying while playing GoT :)
Great talk. Detailed and easy to understand.
Save it for later
Ah, so this is the kind of material that the Digital Foundry guys learn from. Damn, this is another level of stuff, way too complex for simple minds like mine. I am sincerely impressed and humbled by the expertise of the presenter! Amazing stuff.
DF guys are noobs compared to any dev, they are just youtubers.
Thanks!
Where can we find the blog post mentioned in the video? Definitely want to check that out
25:52
Going to try to post it directly after this, though RUclips might automatically delete it thinking it’s spam. So if you don’t see it, that’s why.
Here you go:
outerra.blogspot.com/2012/05/procedural-grass-rendering.html
I can’t wait for part 2. Just finished playing the game for the first time yesterday. Luckily I got to play the PS5 version with PS+ Extra. Amazing game.
This game alone made PSNExtra worth the price. Plus we got Stray brand new!
But goodness me the grass was stunning in this game, for me it was the buffeting wind that sells it. Perlin noise, of course!
Differentiable geometry, awesome!
Someone needs to make a free plugin/addon/asset for this.
Great talk!
Could you please add english subtitles?
Great Talk!
Lovely !
Great talk, thanks! :D
Phoebe: "I'll do the best I can with cups and ice"
This guy: "Hold my grass blade...!"
I didn‘t understand 70% of it. But u did a great job!!
the best procedural grass ive seen in a game. hands down to the devs!
Hands down? What.
Crysis 3 did full skinned geometry grass in ps3/xbox 360 with wind simulation, with good enough density, i don't know why grass cards are still used today when we have 100x more GPU power.
Why developers would spend GPU power for unnecessary? If a method is enough, then use this. GPU power management is most important part of the game developing. 100x or 100Kx, not make difference.
I wanna be a game designer so bad i just wanna be the guy who creates assets and world building im obsessed with it same with architecture id be making open world fantasy settings
Would love to see how much denser the foliage can get on ps5
I love it.
Do you clone some blades, to compute their curve only once?
Can simeone teml me why it has not been released on pc yet as a post said it will be able on february 6th of this year ?
outerra was cool as fuck!
10/10
How does one create 1D textures? I've never seen that before.
single row of pixels stretched
It's basically like an array(buffer) but you can use texture sampler on the data
the great job
Will this be used in GoT2?
Wish this game was on PC
Yep! This is how I want to do my grass now.
...
Don't have the skills to code it though. Back to grass cards. 🤦♂️
They still use grass cards. Everything explained here are engine methods of dealing with foliage. Unreal already does similar things but better. slightly better tho lol
@@mxn5132 The whole talk is how they ARE NOT USING CARD GRASS how the hell did you even missunderstand that? He literally said why they didn't use card grass a minute into the video. When the hell did you stop watching? At the 3rd second?
@@Anonymous_Man They didn't us conventional grass cards that has a lot of grass placed in a series of cards on a single mesh, rather they still used a grass card but it contains a single grass. They didn't go the complete grass mesh route. You can literally see it in the video.
@@mxn5132 Yeah that means it's not a card, it's low poly grass. If you don't know the terminology don't use it. Better yet if you're not versed in a topic don't comment - that's asking too much from the yt comment section I guess.
This is literally God, explain to angles how he plans to make Grass on Earth.
I'm a fan of combining light baking & animation baking with real-time rendering to improve render quality without sacrificing fps performance: Would it have been possible to pre-render the entire scene (offline) as animated (3D movie) scene, and then use object occlusion culling and light occlusion culling to only render actual blade reflections and blades of grass (ie the block tiles) where the character is likely to interact.
I'm just a layperson but wouldn't that kind of thing make it look weird when blending the transition between animation "zones"? I'd imagine you would run into constant juddering or artifacting when blending a zone of real time lighting into a distant field of baked lighting when it reflects off of differently angled blades of grass
@@asdf_asdf948 Yes, the correct meta data would have to be embedded in each frame
Very nice. Just think about how wonderful this grass would look like in a PC? *wink wink*
it look just the same wink wink, also you dont want grass in your pc wink wink
I literally know nothing...
mmm.. GRASS
yeah.. GRASS
吸盘拳牛啊
Very interesting topic, but the vocal fry made it unpleasant to listen to.
...SOOOOOOOO is it true that this was just put out after all the tweaking and adjusting to the game as a pre push to get eyes and ears back on Ghost of Tsushima before the PC port is released :) :) :) just saying we did just past that 2 year mark that has been a pattern, fingers crossed! Also LETS BE HONEST Ghost of Tsushima will be its very best on a pc with a Ryzen 5800x/5900x, 3080/90-Rx68/900xt running at 80-120fps NATIVE 4k HDR(oled for the lucky ones) with amazing draw distance. Not to mention more control over post processing, other settings and M&KB. Just think how many people will be buying the same game for the SECOND time :) ALSO if your still reading this and are a employee at sucker punch... If there is one thing almost every player would want for the pc port, It would be some sort of Mod "support". Doesn't have to be "support" so to say, but just the option/accessibility/ease of access would be amazing and make the game live even longer, Dramatically increases replay ability and of course sell more copies. I mean the only other thing besides Modding capability that I would ask for but know wouldn't be an option, is CO-OP in story mode. Yeah I know it would be weird/take away from the story telling if there was 2 Jins on screen...MAYBE one person could play as the "Ghost of Tsushima" :) ok I'm done wasting your time, MAYBE in GOT2 though? Thanks in advance
Impressive work. Actually it is impressive genius work because too much r&d on this effort without knowing the exact results. So trials and errors are ultra time consuming. The math behind that? Unbelievable! This makes me believe how god is a ultra superior being and how we humans are powerless beings. He designed cpu, gpu of life and also he designed ultra realistic grass that runs infinity fps (max details). He did it with just saying "let the light begin". Halelujah! I hope one day we can reach that point so we can play much more better looking games without so much effort behind that.
Lol what the fuck? People invented those things.
that devolved pretty quickly
outerra.blogspot.com/2012/05/procedural-grass-rendering.html
The blog he mentioned
Very Cool