How Do Games Render So Much Grass?

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  • Опубликовано: 29 дек 2024

Комментарии • 581

  • @spwwww8258
    @spwwww8258 2 года назад +1003

    Just wanted to address one point about using GPU Instancing:
    Without GPU Instancing mesh data isn't copied from the CPU to the GPU every frame. That's why the GPU has its own memory.
    The mesh data is loaded to the GPU once, only a small amount of data which tells the GPU how to render that mesh is updated constantly.
    For example data about where the mesh should be rendered. (uniforms)
    The performance problems thus don't stem from having to load too much data to the GPU, but by bad scheduling.
    When rendering each instance of an object separately, the GPU and CPU are constantly in a dialogue and have to wait for each other.
    With GPU Instancing the CPU combines all of that data, sends it to the GPU and then lets the GPU vroom vroom through the workload without any interruptions.
    Whats also nice is that with GPU Instancing you can just keep that data around on the GPU for as long as you like.
    So you have the flexibility of updating it every frame, only sometimes or only once.
    Updating a complete mesh every frame is sometimes referred to as streaming and only done in very specific circumstances. Constantly shapeshifting terrain maybe. Though even then other methods are usually preferred when possible.

    • @ewinter9021
      @ewinter9021 2 года назад +22

      Great explanation. Wanted to ask where did you learn about this topic? (A class or book perhaps? because as a wanna-be indie dev with no technical training i would love to begin researching things like this but it definitely doesn't seem like entry/gateway material and prob has tons of prerequisites to understanding lol).
      TLDR: How did you go about learning this information? And do you have any tips on resources that could be useful to learn or understand this in more depth for those getting started?

    • @turkym7md5
      @turkym7md5 2 года назад +9

      @@ewinter9021 You can fire up a c++ project and start tinkering with OpenGL, look for an opengl c++ series or a book it would teach you alot about GPUs

    • @turkym7md5
      @turkym7md5 2 года назад +7

      Another use case for updating a mesh every frame is for 2D batching, because every frame you have to resort and recalculate the batched sprites and send their mesh data to the GPU.

    • @bash0985
      @bash0985 2 года назад +1

      @@ewinter9021 There are also some good books and video series' using Java instead of C++ which might be a bit more friendly to people who haven't dealt with it before. I personally recommend ThinMatrix's 3D engine series on RUclips and the book "Computer graphics programming in OpenGL with Java". They teach graphics programming from the ground up and are much lower level and in depth than anything you might do in Unity

    • @maximeumbra7235
      @maximeumbra7235 2 года назад +10

      Pretty accurate description although the performance issues aren't "exactly" due to bad scheduling over which you get no control in the first place, big part is very poor bus performance with the number of commands sent but that isn't it alone either, on the GPU side large bottleneck also arises from warp under utilization when the commands are sent in a manner that don't use the full warp width, in addition say 10k commands to process isn't exactly a walk in the park within a common 5ms frame budget usually afforded for driving the rendering.
      The basic notion is damn good though and while the position data isnt necessarily uniform this does a good job to illustrate that if you have more than a dozen of anything you need to batch in one manner or another (method described here isn't the only one, you can also use constant buffers for direct pointers to the vert position buffers etc)

  • @level7feeders
    @level7feeders 2 года назад +425

    1970: people in 2020 will have flying cars
    2021: in order to render grass you need grass

    • @Rudxain
      @Rudxain Год назад +8

      This is why we need to touch grass

  • @AlexTuduran
    @AlexTuduran Год назад +145

    You could randomize the y-axis rotation, randomly darken it with a very low frequency noise for more color variation, use material ambient occlusion to further improve the definition of the grass, use an atlas of grass textures for even more variation, implement basic specular reflection for a more pbr look and some basic sub-surface scattering. Regardless, this is a nice explanation.

  • @joewilliams8286
    @joewilliams8286 2 года назад +273

    Best video I’ve seen on the topic, love how you give detail over the whole process and explain the theory behind it… gained a subscriber

  • @HKragh
    @HKragh 2 года назад +139

    Hi, fellow tech artist here: Overall nice look. I would add some additional effects. Grass should animate a little more in zones of related movements, and in waves.
    Then there is lighting. Calculate a standard fresnel effect (dot(pos-cam, viewDir) as uv in a fresnel LUT), and use the sky color as a tint where grass is seen very heads on. It will highlight the curves of the terrain. Also grass is a 3D structure in a vertical position, so calculating some light based on viewing direction (dot(pos-cam, lightDir)) would work wonders. As grass animates, it changes how it faces light, so could also do something here, to make it change lighting as it waves.
    Lastly: grass is shiny, so adding some soft specularity (again use the pos-camPos as a pseudo normal) is a nice final touch

  • @heyjakeay
    @heyjakeay 2 года назад +10

    Never would I have expected HuniePop and Kizumonogatari backing music to a technical topic like this

  • @adelAKAdude
    @adelAKAdude 2 года назад +83

    That was surprisingly enjoyable to watch ... and informative ... Thank you !

  • @Ash_18037
    @Ash_18037 2 года назад +81

    4:30 I don't think storing a huge buffer of positions on the GPU is by itself instancing. The way I understand it is if you have say a 50 vertex mesh and you need to draw this say 50,000 times, you could get the CPU to create a buffer of 50 vertices * 50,000 and submit that large buffer to the GPU. You would still only need to do that once because the grass does not move, so you incur the hit one frame only. However that still means you are using a large amount of GPU memory on repeated mesh data and also some performance as the GPU has to process that large buffer.
    So instead of duplicating all 50 identical (non-transformed) grass mesh vertices 50,000 times, why not simply store a single instance of the grass mesh vertices on the GPU, then get the CPU to create just a position (and possibly rotation, color vertices) for each 50,000 grass object instead of the full 50 vertex grass mesh. So instead of 50,000 * 50 * vertex_size you are submitting and storing 50,000 * vertex_size on the GPU (simplification but the general idea).
    The GPU still needs to process this 50,000 buffer but it is now much smaller using far less GPU memory and the GPU spends less time doing so. It then takes that single mesh instance and transforms it when rendering each instance to the correct location using the single vertex position data. Of course this means that GPU instancing is only useful for world objects such as grass where the mesh is identical for all instances. Providing a per instance rotation vector (and possibly color vector) can make this duplication much less noticeable.
    I've implemented exactly this for grass recently using Godot and the MultiMesh class it provides. docs.godotengine.org/en/3.5/classes/class_multimesh.html#class-multimesh

    • @HallyVee
      @HallyVee 2 года назад

      Can this be done for billboard trees at vast distances? ... er wait, billboard != mesh, is it :)

    • @Linaard
      @Linaard 4 месяца назад

      @@HallyVee There isn't really anything stopping you from billboarding a mesh, except it's usually not very practical of course :)
      As for trees in the distance, they can often be billboarded planes. You just can't see much difference due to the distance.

  • @AndreCastel
    @AndreCastel 2 года назад +19

    Just discovered your channel and it's exactly what I needed, so thank you for the great content. Please don't change 🙂 the low budget 2000s look and effects is a breath of fresh air. Keep up the good work.

  • @MrWaketeu
    @MrWaketeu 2 года назад +11

    Fantastic video ! I knew everything about instancing, but for an unknown reason, I stayed until the end of the video ! Please continue to make such great content

  • @TacoTechnica
    @TacoTechnica 2 года назад +13

    Underrated stuff! Was looking into grass rendering and stumbling across this was very helpful, Gonna check out the rest of the grass stuff and also the rest of the channel since your presentation on topics is great!

  • @icedude_907
    @icedude_907 2 года назад +6

    Just want to inform you that both me and a friend were recommended one of your videos today despite never seeing you before.
    This could be about to hit the algorithm.
    Watched a few of your vids now, extremely well done content

  • @DreamPharaoh
    @DreamPharaoh 3 года назад +8

    That was great, thank you for all of the details too. I will be tackling this problem soon and so it was nice to have a direction on it.

    • @Acerola_t
      @Acerola_t  3 года назад +2

      Good luck! It's something I've been researching for quite awhile.

  • @antonynepgen2045
    @antonynepgen2045 2 года назад +6

    I love the entire way that you explain everything, I honestly learnt enough that I will remember most of it while it was entertaining - I could watch these for fun for ages

  • @Apes-With-Computers
    @Apes-With-Computers Год назад +2

    Another wonderful video, Acerola. I have seen this technique used before in games I've played. Your grass looks amazing! I love the yellowing effect you added related to the height. It's amazing!

  • @ktz1185
    @ktz1185 Год назад +2

    2:01 "In order to render grass, you need grass to render" fucking love it

  • @soul-candy-music
    @soul-candy-music 2 года назад +2

    I love everything about this video, lmao. Super knowledgeable, funky detective and retail store style beats, intriguing kitchen/living room ted talks - instant sub.

  • @layapps
    @layapps 2 года назад +1

    Dude your voice with that BGM is addictively great. It helps me sleep lol

  • @TobiDerCoole
    @TobiDerCoole 6 месяцев назад +1

    i love this guy he does things i dont understand but when people ask what im watching i can say im watching a video about rendering 2.160.000 billboard grass models with gpu instancing aligned with a plane with displaced vertices due to a heightmap

  • @six-sided-claire
    @six-sided-claire 2 года назад +2

    This dude sounds like his boss told him to make a video but sound enthusiastic about it

  • @KoshakiDev
    @KoshakiDev 2 года назад +5

    The editing is on point. I enjoyed the video as a casual viewer and also enjoyed it as a legitimate tutorial

  • @DarkDax
    @DarkDax 2 года назад +3

    Great video mate! Just started looking into shaders so this video was really informative. Some of that math might have gone over my head but still really enjoyable haha

  • @pcih6176
    @pcih6176 2 года назад +3

    I loved your performance in "The Pianist"!

  • @aleningi96
    @aleningi96 2 года назад +2

    Great video about gpu instancing. I'm getting into shaders rn and this was super useful!

  • @Gwegory22
    @Gwegory22 6 месяцев назад

    i would just like to say you have some of the most incredibly interesting videos as a layman to watch, i truly applaud your approach.

  • @mariovelez578
    @mariovelez578 2 года назад +5

    This is an amazing video! I learned almost nothing because I already knew this stuff, but you explained it so well!

    • @Acerola_t
      @Acerola_t  2 года назад +3

      Thanks!
      The next 2 grass vids go into some more modern techniques.

    • @mariovelez578
      @mariovelez578 2 года назад +3

      @@Acerola_t Just did, commenting on all of them to help the algorithm

    • @Whatismusic123
      @Whatismusic123 2 года назад +1

      dragon vale is a fire game

    • @mariovelez578
      @mariovelez578 2 года назад

      @@Whatismusic123 Lol, yes it is!

  • @HarryTheLoser_
    @HarryTheLoser_ Год назад +1

    Damn, this helped a lot, you definitely will blow up!

  • @HuxleyCrimson
    @HuxleyCrimson Год назад

    Top notch content man. We have some real added value information here, and it gets deep enough while clearly conveyed and staying at reach. Kudos to you. Instant sub.

  • @19vangogh94
    @19vangogh94 2 года назад +2

    I love this "Standing In Room Microphone sprinkled with animations" format, its so unique, you shouldn't loose it!

  • @ghwii
    @ghwii 2 года назад +1

    As a game Dev, and also someone who really digs math and algorithms, you can't even begin to grasp how grateful I am RUclips randomly decided to recommend your channel. All of your videos I've seen are a gold mine. Absolutely awesome content!

  • @johncreativeproducts5688
    @johncreativeproducts5688 2 года назад +2

    what a great video man! thanks so much!!

  • @PMARC14
    @PMARC14 2 года назад +2

    The math was surprisingly easy, but what was crazy was the artistry in it by taking into account all the many properties to make it look nice.

  • @2Fast4Youtube
    @2Fast4Youtube 2 года назад +2

    Okay, you got me with the recap.
    Subscribed forever now, you are stuck with me

  • @fredericklyle4001
    @fredericklyle4001 2 года назад

    10/10 my new favorite youtuber. Needs more cowbell? no, needs more grass. (i'm here from your video about bad grass tutorials)

  • @jarrednorris
    @jarrednorris 2 года назад +2

    glad this popped onto my recommended. Inspired me to work on some more code. Keep it up and enjoy 1 more sub!

  • @yuukil5522
    @yuukil5522 2 года назад +1

    Your channel is like the brutal moose of video game design like same humor and same quality

  • @DavidRutten
    @DavidRutten 2 года назад +2

    That arrow with the fake alpha cracks me up every time.

  • @JoBot__
    @JoBot__ 2 года назад

    That quick recap on the previous video was very useful, and I got everything I needed. Thank you.

  • @zerosick
    @zerosick 2 года назад +2

    liked the monogatari references
    subbed

  • @sethcarson2201
    @sethcarson2201 2 года назад

    That quick rundown on Dynamic Details was genuinely the cherry on top

  • @alice20001
    @alice20001 2 года назад +1

    Yay! I'm the one from the future. Also, that's the swaggiest way to intro a video. LovedIt!

  • @pixelrunner2775
    @pixelrunner2775 2 года назад +2

    "In order to render grass, you need the grass to render"
    ah yes, the grass here is made out of grass

  • @allepiccondor1166
    @allepiccondor1166 2 года назад +1

    Great video man can’t wait to see more

  • @maribelmenese4845
    @maribelmenese4845 2 года назад

    I really love how you put the music you use on the description

  • @bunksoup8137
    @bunksoup8137 2 года назад +2

    My favourite part is the wire plugged into a wireless mic.

    • @Acerola_t
      @Acerola_t  2 года назад +1

      It's unfortunately not wireless it's a samson q2u

  • @fluffycritter
    @fluffycritter 2 года назад +18

    Nice technique. A physical wind simulation could be done by doing some shaders that do a fluid dynamics simulation (e.g. water ripples) within a texture and then use lookups into the texture to determine the sway amount. I've also seen some really clever techniques of using the depth buffer of a camera pointed down on the environment to drive the fluid dynamics based on objects moving around (for example, having large gust-of-wind objects that are only rendered on the dynamics sim texture).

    • @kitkittsy
      @kitkittsy 2 года назад

      My immediate thought when animation was brought up was that the sin of the x/z positions of the grass would be used to emulate waves of wind. Perhaps not as accurate as a simulation, but trivially different to implement than height-frequency method used here?

  • @joeypepperoni6078
    @joeypepperoni6078 Год назад

    I've been searching for this video for months even though I didn't know it existed. I feel like I've found a secret tome of knowledge in this video and your channel. Thank you Acerola!

  • @adiyn_
    @adiyn_ 2 года назад

    Best intro, amazing humor, cool nick, looking goo- i mean nice content quality, man i'm subscribing

  • @gus3000spam
    @gus3000spam 2 года назад +1

    Cool video, chill and informative. I like your style !

  • @FedSilVor
    @FedSilVor Год назад

    As a person from the future I appreciate that you said that is not a new video if someone's from the future.

  • @RosemaryWilliams49fruits
    @RosemaryWilliams49fruits 2 года назад +1

    +1 for very informative. +sub for comedic style being on point.

  • @DatBass
    @DatBass 2 года назад +1

    awesome video, i've always wondered how this was possible.

  • @hurleyman77
    @hurleyman77 2 года назад +1

    I came for the technical information... I stayed for the gently swaying grass, and soothing summer breeze.

  • @WizardsCode
    @WizardsCode 2 года назад +3

    Great work... learned alot. Thank you.

  • @jake3255
    @jake3255 Год назад +4

    I remember in Just Cause 2 they had trees billboarded beyond a certain distance, and just made sure that the texture was always facing directly at you. If you flew directly above a tree, it would be lying flat on the ground and rapidly swivel beneath you

    • @Acerola_t
      @Acerola_t  Год назад +3

      breath of the wild also used this technique for their trees, pretty neat!

  • @voizeh7140
    @voizeh7140 2 года назад +1

    Holy cow! Your channel are awesome! And also funny

  • @kylejennings819
    @kylejennings819 2 года назад +13

    As an artist with little code experience longing for a powerhouse grass setup. I would love to see an in depth tutorial including code

    • @Acerola_t
      @Acerola_t  2 года назад +16

      Unfortunately I don't have much interest in doing coding tutorials, I prefer focusing on theory and leaving the rest as an exercise for the reader. This is mainly because when I was learning, I noticed a sheer lack of theory focused graphics content.
      The core of this implementation is compute shaders which I learned from this great tutorial:
      kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html
      Additionally my source code is in the description, it is a little messy but referencing it and reading documentation on functions you aren't familiar with should be able to get you there.

  • @jeffmcguire1599
    @jeffmcguire1599 2 года назад

    Dope videos. Going back to watch others. Thanks for making this stuff!

  • @arsnakehert
    @arsnakehert 2 года назад

    Love how this video is very much a paper in video format, but not only that, in _interesting_ video format
    Thanks for making this! \o/

  • @idontlikethis980
    @idontlikethis980 2 года назад +1

    I am indeed watching this in the future
    Thank you for addressing this matter

  • @bluebukkitdev8069
    @bluebukkitdev8069 2 года назад

    So I've been looking for someone who is competent with graphics programming and is happy to explain in detail for some time now. Everyone on YT right now either doesn't go into detail, or uses too much technical jargon, or is outdated by at least 6 years. This was a good find. Have a free sub.

  • @stoneboi1395
    @stoneboi1395 3 года назад +1

    surprisingly high quality, hidden gem of a channel

    • @stoneboi1395
      @stoneboi1395 3 года назад

      My tips are to allow more head room in your IRL shots, but i loved the editing and the grass solurion was really cool

    • @Acerola_t
      @Acerola_t  3 года назад

      Thanks! I'll take that into consideration

  • @wordydird
    @wordydird 2 года назад +4

    I just looked this up cause I was curious what the 2d plane grass was called, but this was really interesting and I learned a lot more than I expected.
    Cool stuff man, definitely gonna sub and watch more

  • @copycatlyn
    @copycatlyn Год назад

    i have no idea how i found you, but i am happy you're did. no clue what you're saying either. this is just great :) not due to your explaining, but due to my stupid and ignorance.

  • @TheLotroNerd
    @TheLotroNerd 2 года назад +5

    Why people should like this channel. Its not adhd there are no annoying rapidly flashing scenes ever 3 seconds. They guy actually knows what he is talking about, the guy doesn't put up with bs. His content is valid and knowledgeable, and its not a 3 hour long tutorial. Bravo!

  • @filesfalidoui2459
    @filesfalidoui2459 2 года назад +2

    Ma man just called himself acerola
    What an obscure fruit

  • @grochlin7106
    @grochlin7106 3 года назад +2

    I had to watch the peepotalk part twice at two different speeds just to half-understand it. good video :)

    • @Acerola_t
      @Acerola_t  3 года назад

      something something trig functions and conditional logic based on localized variance

  • @menacingskull740
    @menacingskull740 2 года назад +1

    i think this channel needs more subs and views

  • @captaincommando9839
    @captaincommando9839 10 месяцев назад

    Literally the only grass tutorial that makes sense.

  • @cineural
    @cineural 2 года назад +1

    *a wild new subscriber has appeared*

  • @KaiMCGRPS
    @KaiMCGRPS 2 года назад

    i saw one vid by you and i'm currently binging your content, your videos are so cool

  • @itsfonx
    @itsfonx Год назад

    I'm a year late to the video release but hearing the statement "In order to render grass you need grass to render" just made my day.

  • @spicybaguette7706
    @spicybaguette7706 2 года назад +1

    Drinking game: take a shot every time Acerola says grass in this video

  • @RamonAlonsoLopezMartinez
    @RamonAlonsoLopezMartinez 2 года назад

    Finally a channel where an actual expert (... or person in the field?) is teaching things.

  • @Buttered_Bread
    @Buttered_Bread Год назад

    Super interesting stuff, real glad I came across ur vid!

  • @INeatFreak
    @INeatFreak 2 года назад +2

    Thanks for this superior tutorial.

  • @Haapavuo
    @Haapavuo 2 года назад +1

    "Tall grass is older than younger grass."
    You are a genious.

  • @dominicstocker5144
    @dominicstocker5144 2 года назад +2

    Wow, didn’t know that you could put THAT much grass into a scene!

  • @mariocamspam72
    @mariocamspam72 2 года назад +1

    really nice explanation of a difficult concept

  • @squirrelgrease
    @squirrelgrease 2 года назад +8

    Final thing looks so cool!
    However, shouldnt the grass follow the same direction while it is blown by the wind? I dont mean all the plane having the same direction direction. I mean just similarities in direction per small regions

  • @ThatPawikBoy
    @ThatPawikBoy 2 года назад +1

    I love you Sir, thank you so much.

  • @meerkat22
    @meerkat22 2 года назад +1

    Strangely perfect explanation!

  • @billzoaiken
    @billzoaiken 2 года назад

    Comment for the YT algorithm and to say thanks for the great content!

  • @sethhannah7191
    @sethhannah7191 2 года назад

    This video style is hilarious! subbed :)

  • @AB-td5oo
    @AB-td5oo Год назад

    i have been searching for this video for a year now... finally found it

  • @Ugric
    @Ugric 2 года назад +3

    This video is really enjoyable, well made and easy to understand! :)
    Wouldn’t be surprised if you got really popular soon!

  • @Korcunu
    @Korcunu 2 года назад

    Great video and great editing! Really useful info for me as a hobbyist gamedev although I understood only 10% and probably need to rewatch the video multiple times xD

  • @Kenji_195
    @Kenji_195 2 года назад

    Videos like this really motivates me to keep experimenting with Unity, it was very interesting and fun to watch!!

  • @CausticCatastrophe
    @CausticCatastrophe 2 года назад

    I really appreciate these videos. they are a breath of fresh air. :)

  • @hundvd_7
    @hundvd_7 2 года назад +1

    I had no idea who you are, but the Persona 3 soundtrack combined with the Acerola name made me think you're a Monogatari fan.
    Without P3 it would have just been a guess, but I was quite sure because of it.
    And then 7:08 with the Kizumonogatari OST 100% confirmed it

    • @hundvd_7
      @hundvd_7 2 года назад

      12:36 Okay, if anyone had any doubts before, it's clear now with that "Black Scene"

  • @a_random_person_
    @a_random_person_ 2 года назад +2

    That was a great video. Even gave me motivation to look at real grass to compare realism

  • @DJPowerPaul
    @DJPowerPaul 2 года назад +2

    Thank you for explaining and sharing in detail! First video I found from you and I look forward to check out your channel later. You earn more subs and if you are consistent, I'm pretty sure you will get them! Stay tuned!

  • @KX36
    @KX36 2 года назад +2

    My first thouht is to use Perlin noise to make a random map of skew move over the grass map so it looks like patches of grass being blown back and forth in clumps of the same direction.

    • @Acerola_t
      @Acerola_t  2 года назад +1

      I do this in the next vid!

  • @EthanFilms
    @EthanFilms 2 года назад +1

    Amazing video!!! Subbed!

  • @QckSGaming
    @QckSGaming 2 года назад +1

    Excellent video, that's a sub!

  • @Tenetri
    @Tenetri 2 года назад +1

    cool vid dude, keep it up!

  • @ZettXXII
    @ZettXXII 2 года назад +1

    I learned a lot, thanks mate.

  • @a45860
    @a45860 2 года назад +1

    Awesome video! Keep going

  • @bluebaby30
    @bluebaby30 2 года назад

    Great video, P3 music was the cherry on top

  • @videopsybeam7220
    @videopsybeam7220 8 месяцев назад

    the video started buffering after you said "just put more grass in" and for a moment i thought that was part of the joke