How Does the Hedgehog Engine Work?

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  • Опубликовано: 31 май 2024
  • How Does the Hedgehog Engine Work?
    Patreon: / cifesk
    Follow me on Twitter: / cifesk
    Special thanks to:
    ‪@xTimelessGaming‬ for providing footage
    GDC 2009 Presentation: • Sonic Unleashed - GDC ...
    Free Camera (Sonic Generations): gamebanana.com/mods/50768
    Free Camera (Sonic Forces): gamebanana.com/tools/6391
    Debug Mode (Sonic Lost World): gamebanana.com/mods/50749
    HedgeModManager: github.com/thesupersonic16/He...
    Music:
    Sonic Colours - Planet Wisp (Act 2)
    Sonic Frontiers - Fishing Vibes
    Sonic Generations - Sky Sanctuary (Modern)
    Sonic Lost World - Snowball Waltz
    Sonic Lost World - Tropical Coast (Act 1)
    Sonic Unleashed - Apotos (Day)
    Sonic Unleashed - Rooftop Run (Night)
    Sonic Unleashed - Tornado Defense - 1st Battle
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Комментарии • 616

  •  25 дней назад +229

    Great video! I love seeing people interested in the Hedgehog Engine and baked lighting! I will point out a couple of small mistakes that I found, though.
    5:43 - Hemispheric Ambient Lighting is not about taking normal maps into account. (Its a nice consequence!). It refers to instead of ambient lighting being just a single color, its defined as the color in an upper hemisphere and a lower hemisphere. So surfaces pointing up would be tinted to the upper hemisphere lighting, and those pointing up would be tinted with the lower hemisphere. This would be a great first step in imitating color bounce, as now the biggest sources of ambient lighting (Light coming from the sky and light bouncing from the floor) could be rendered. This is independent of normal map, as models without them, still has surfaces pointing up or down that will get tinted.
    6:10 - Global Illumination is independent of the techniques you mentioned before (except AO). GI is the lighting technique, but its storage could take any form. Colors stores its global illumination on vertex color in a lot of objects, and uses Hemispheric Lighting to store global illumination for moving objects.
    15:55 Backface culling is just a feature of 3D rendering. Its not an automatic solution or anything, just nobody modelled back walls or told the 3d engine to render backfaces.
    17:55 Now, I´m definetely not an expert here, but I believe what youre actually seeing here is not the rendering process, but the GI loading process. The first part without GI is before it has loaded, the second one, with GI and very low resolution shadows (So low that they seem like they aren't there, but they are part of the GI texture on the alpha channel, so they are there) is the lowest res mip that first loaded, and the every next part, its a higher resolution mip being loaded for the GI texture.
    Since Gens is a forward rendering engine, they are not multiple object and material passes to gather information about, like you later show in Frontiers, as the objects come out fully rendered. From the little info I know, the rendering goes like this: first, the terrain/baked objects are drawn with the indirect lighting, next the realtime sunlight gets added on top of that, masked by the shadow map contained in the alpha map of the GI texture and the realtime shadow map. After that comes something called the eyelight, a second light coming from the camera, that makes the textures with normal maps more noticeable in the shadow, as GI in HE1 doesnt actually interact with normal maps. Dynamic objects follow a similar procedure but instead picking indirect lighting from the lightfield, and masking the sun with just the dynamic shadowmap.
    18:38 Both HE1 and HE2 before Frontiers renders lighting under the same principles, so neither has ¨Realtime lighting¨ as we would refer to it nowadays. They both bake everything and add a realtime sunlight (Static and masked by the baked shadows) and small realtime lights on top of that. The difference being that HE2 bakes and renders everything in a more modern way.
    18:45 PBR relies on normal maps even more heavily than previous rendering techniques. HE2 even uses a new version of the GI textures that actually takes the normal maps into account, because of much more usage of them there is.
    19:12 You´re pretty much correct in how IBL works generally, but in HE2 the lighting work is split between the cubemaps and the old HE1 techniques. The GI textures and lightfields are used for the diffuse (Non-reflective) lighting, and the IBL for the specular (Only reflective) lighting. They both work together at the same time.

    • @Cifesk
      @Cifesk  25 дней назад +26

      Thank you for the insight 🤝

    • @foul-fortune-feline
      @foul-fortune-feline 17 дней назад +4

      @@Cifesk Pin?

    • @Cifesk
      @Cifesk  17 дней назад +7

      @@foul-fortune-feline I thought it was pinned already whoops

    • @STICKOMEDIA
      @STICKOMEDIA 15 дней назад +5

      Bro literally spitting facts

    • @sboinkthelegday3892
      @sboinkthelegday3892 7 дней назад

      ​@@Cifesk This research would look really good in a colalboration video for LowSpecGamer

  • @sopix7761
    @sopix7761 25 дней назад +1055

    hedgehog engine developers: look how good our lighting looks :D
    unleashed speedrunners: that's cool, anyway, drift

    • @elivcdxv1852
      @elivcdxv1852 25 дней назад +83

      WOO, FEELIN GOOD

    • @gutsguts13
      @gutsguts13 24 дня назад +39

      More like "that's cool, anyway m-speed"

    • @Yunglex313
      @Yunglex313 20 дней назад +13

      I mean does that really change the fact that unleashed looks really good when played on newer emulation hardware?

    • @TH-rx1kt
      @TH-rx1kt 19 дней назад +3

      Joshua Salkeld: *Casually speedruns through the game while explaining how good the game is*

    • @PunkrockNoir-ss2pq
      @PunkrockNoir-ss2pq 18 дней назад

      epic gamer moment!!!!

  • @WhiteHoleGeneration
    @WhiteHoleGeneration 25 дней назад +2146

    This video proves for me that Sonic '06 was not a fuck-up tragedy failure, but instead a game made by amazing hard working pioneering people who did the most with what little time, money, and sanity (from stress) they had while working on the project. This game wasn't a flop, but instead a case study for how much humans can do with so little money and time and A LOT of pressure.

    • @ProjectYellowHound
      @ProjectYellowHound 25 дней назад +130

      Why are you trying to excuse a bad video game, It doesnt martwe about who made it, a bad product is a bad product sold to uś by a greedy company such as sega. I can see this excuse kinda working for smaller indie games, but even indie developers, who sometimes risk their livevlyhood just to bring their Vision to life, can produce a better product than Sonic Team mostly does

    • @NaOkii
      @NaOkii 25 дней назад +182

      But it was a fuck up bad product tho? Just because there is a backstory doesnt mean it's a generally bad game that tarnished the brand.
      Like most priducts fail because of corporate influence, not because the devs suck

    • @WindiiGitlord
      @WindiiGitlord 25 дней назад +241

      the replies to this comment are depressing

    • @NatanTrombetta
      @NatanTrombetta 25 дней назад +136

      @@ProjectYellowHound i can totally agree with The "big company bad" part, but you have to cosider that sonic team works for SEGA, and SEGA decides for how long they can produce each title, they worked the hardest they could, that is for sure, and i think there is some credit in that.

    • @ultrascarlet5275
      @ultrascarlet5275 25 дней назад

      Nope, 06 is shit. Every bad game has a story. Nobody sets out to make garbage. But none of that excuses that they sold this shit for full price. Fuck SEGA.

  • @snowthewolf9816
    @snowthewolf9816 25 дней назад +906

    Man this really does show how Sonic Unleashed WAS ahead of its time

    • @Arthemisanimationsandmusic
      @Arthemisanimationsandmusic 25 дней назад +61

      still kinda is cause its really hard to emulate it with good frame rate

    • @archae108
      @archae108 25 дней назад +9

      @@Arthemisanimationsandmusic Or vertex explosions

    • @Nov-5062
      @Nov-5062 25 дней назад +50

      It's still the best looking Sonic game.

    • @gameman5804
      @gameman5804 24 дня назад +8

      @@Nov-5062
      Art Direction-Wise, Yes.
      In terms of the lighting... I think Forces is better.

    • @dngames1001
      @dngames1001 24 дня назад +47

      ​@@gameman5804totally, what killed the appereance of Forces was his art direction, making the light to go to a third division cuz the game with some textures and specificlly with Characters textures, they look plastic and flat, the real work and presentation here I think is Frontiers.

  • @Hard_Pretzel
    @Hard_Pretzel 25 дней назад +557

    I am so glad someone FINALLY talks about Hedgehog Engine with some sense and context. For all too long sonic fans have complained about the engines simply because they didn't like the games made for it--without realizing how much is actually going on under the hood running in real-time at a thousands of in-game km's per hour, rendering absolutely everything at 30-60 frames a second and nearly perfectly maintaining that framerate (outside of a few notable areas). Both HE and HE2 are computer black magic, and regardless how someone feels about Unleashed or Forces or Frontiers shouldn't be a factor into how incredible these things are. Especially in the case of HE2 which has a number of non-traditional Sonic uses as well.

    • @monkemango
      @monkemango 25 дней назад +81

      Genuinely I'm so happy to see this video. People treat Hedgehog Engine 2 as this terrible thing Sega needs to get rid of, pretending they understand how game and engine development works. I've had so much brain damage explaining to people how adding physics to Frontiers would not "destroy the entire engine because it's made in C++ and changing one thing would ruin every other part in the engine" ignoring the fact every fucking game engine has scripting languages that handles the actual gameplay logic (typically lua). The Hedgehog Engine 2 is not at fault, it's an incredible piece of tech that doesn't get enough credit because "iT's HoLdInG bAcK sEgA"

    • @Ivan210bluboi
      @Ivan210bluboi 25 дней назад +3

      Hey it's the Goat Pretz🔥🔥🔥

    • @Hard_Pretzel
      @Hard_Pretzel 25 дней назад +16

      @@monkemango the only thing holding back SEGA is the fans and that's that on that. 🤣

    • @Hard_Pretzel
      @Hard_Pretzel 25 дней назад +5

      @@Ivan210bluboi Hey it's the Goat Ivan🔥🔥🔥🔥

    • @Ivan210bluboi
      @Ivan210bluboi 25 дней назад +3

      @@Hard_Pretzel Nahh You goat-er🔥🔥🔥

  • @save_zawarudo
    @save_zawarudo 25 дней назад +321

    "our goal pixar graphics"
    Man i not even surprised anymore about how sonic unleashed still looks amazing,this game was ahead of his time

    • @ikilledthemoon
      @ikilledthemoon 17 дней назад +1

      Non of the 3D sonic games come close to what they should have been, which is more like Sonic Utopia, a fan made project

    • @hamzerpanzer
      @hamzerpanzer 15 дней назад +9

      ​@@ikilledthemoonSonic Unleashed is still the best looking sonic game, even when compared to generations. It comes pretty damn close to satisfying their goal

    • @omarmedrano8832
      @omarmedrano8832 14 дней назад

      Sonic unleashed looked so much better than Pixar by miles. My favorite game of all time

    • @thundrr1929
      @thundrr1929 10 дней назад +3

      ​@@ikilledthemoonscrew that.
      Nah.
      Unleashed looks far better.

    • @just_an_elli
      @just_an_elli 5 дней назад

      Shadow Generations is finally trying to match those graphics... after 16 years 😅 (better late than never though!)

  • @coalstocking
    @coalstocking 25 дней назад +160

    19:20 Frontiers keeps the entirety of the current level, open or cyber, loaded and in memory at once in order to prevent any load stutters at high speed. The objects that triggered loading in Generations and Forces were actually stripped out entirely!

    • @GunFeverr
      @GunFeverr 25 дней назад +13

      This comes at a cost unfortunately it’s likely the reason for the lack of LOD models for things like the platforms to avoid them eating up the memory which also means they have to have an aggressive draw distance setting for platforms on Switch with no meaningful attempt to increase it on the more powerful ones like PS5

    • @coalstocking
      @coalstocking 25 дней назад +51

      @@GunFeverr This is untrue, all of the platforms and objects in the game have LOD models. Them having low range values is a separate issue.

    • @teenageapple3788
      @teenageapple3788 24 дня назад +7

      @@GunFeverr
      That explains the pop in

    • @RusticRonnie
      @RusticRonnie 20 дней назад +4

      @@teenageapple3788his comment was incorrect, the low draw distance is there but they have lods

    • @Neoniq41
      @Neoniq41 4 дня назад

      @@GunFeverr Pretty sure the reason the platforms have no LOD models, is cuz they were added really late into development.

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 25 дней назад +308

    I was waiting for someone explaining the hedgehog engine fully, many people think if its hedgehog engine 2 its bad physics, but they dont in know its just a lighting engine, so sonic unleashed can be remade with hedgehog engine 2 power if they want

    • @ThisisTheUltimate
      @ThisisTheUltimate 25 дней назад +80

      I swear, everytime someone puts the blame into Hedgehog Engine 2 for something related to gameplay it makes me die a bit inside

    • @epicjubjub02
      @epicjubjub02 25 дней назад +33

      It's not just a lighting engine. Hedgehog Engine and HE2 are fully-encompassing game engines responsible for how the game works.

    • @evdestroy5304
      @evdestroy5304 25 дней назад

      ​@@epicjubjub02This ^

    • @michawhite7613
      @michawhite7613 25 дней назад +33

      @@epicjubjub02 Any game engine lets you program the gameplay. It's not like the game engine forces the game to not have momentum

    • @epicjubjub02
      @epicjubjub02 25 дней назад +8

      @@michawhite7613 do you actually understand what you're arguing, or are you just having an argument for the sake of having an argument?

  • @MarioTainaka
    @MarioTainaka 25 дней назад +179

    You killed it. You explained this perfectly.
    One thing with Frontiers they switched to light probes with colour transference. Because Gi wouldn't really be feasible. It lights the environment and colours in real-time

  • @YoutubePizzer
    @YoutubePizzer 25 дней назад +75

    crazy to think the devs had to _come up_ with ambient occlusion

    • @disk0__
      @disk0__ 4 дня назад +2

      They also had to "come up" with baked lighting that's been around since at least 1996 lol

    • @jellyface401
      @jellyface401 3 дня назад +3

      I think they don't come up with it they just "reflect it" 🥁🥁

  • @ktvx.94
    @ktvx.94 19 дней назад +45

    I'm a game dev professor, I recently explained how light baking works in Unity and it's exactly this. Pretty stunning that these guys either came up with this stuff or twisted similar existing ideas about 15 years ago. As a teenager I didn't get any of what I read at the time but now it makes so much sense.

    • @pleaserespond3984
      @pleaserespond3984 15 дней назад +9

      It's a classic approach and something a lot of people arrived at independently. Precomputing where the light is coming from is a natural idea for speeding up rendering of static environments. You could say it's a type of dynamic programming.

  • @bluecube3310
    @bluecube3310 23 дня назад +28

    Some more insight into HE2's lighting: It still relies on baked data, though its algorithms are more advanced.
    The lightmaps now use 4 textures stored in the HDR color space (which means they can exceed the 0-1 range) and use something called spherical gaussians to allow for more detailed bounced lighting, especially on surfaces with normal maps.
    The shadows are baked into a separate texture, which gets blended with the real-time shadows.
    The light field uses volumes (boxes that encompass an area of the level) and store the data in 3d textures using spherical harmonics, which similarily to spherical gaussians can imitate the way bounced light travels areund an object.
    The IBL probes use HDR images of the area complete with direct and indirect lighting.
    Frontiers changed some things, mainly by storing only the luminance data in the light fields and using baked maps only for indoor/underground areas. The IBL probes are images with data from the 3 buffers used by HE2's deferred renderer: albedo (color only), normal and parameter (for metalness, smoothness, ambient occlusion, etc.). These are combined in real-time, which makes the reflections look correct during different times of day.

  • @BritBox777
    @BritBox777 24 дня назад +57

    Sometimes I forget oldschool Sonic Team were mad scientists. I hear most of them left the company to work at Nintendo and Mario Odyssey. though.

    • @graalcloud
      @graalcloud 19 дней назад +5

      The ending of Odyssey felt like a deliberate throwback to Sonic Adventure games

    • @shiro3146
      @shiro3146 19 дней назад +8

      well i mean 1st game that "sonic team" made was phantasy star with a 3d dungeon in an 8 bit consoles
      then they did something similar again with sonic's bonus level thingy that gave you chaos emerald or something,not to mention both phantasy star and sonic has that unique oomph in almost every game

  • @deanmoriarty6015
    @deanmoriarty6015 25 дней назад +283

    their goal of resembling Pixar was a resounding success. the entire game feels like a Pixar movie and that’s a big part of why I think they are still yet to make a game that looks and feels as good as Unleashed.

  • @sonicthomasgamer
    @sonicthomasgamer 25 дней назад +149

    There’s a mod for Frontiers called “improved ambient lighting” and “subsurface scattering fix” these make the game look more like Unleashed by making the lighting more detailed and affect Sonic based on the environment
    And fixing the bad lighting spots you could see on Sonics arms and in his ears

    • @Hyp3rSon1X
      @Hyp3rSon1X 25 дней назад +6

      So the Hedgehog Engine 2 lead to some visual downgrades then?

    • @noba04
      @noba04 24 дня назад +43

      @@Hyp3rSon1X not really, they just dont use it to its full potential

    • @tpgamesczc_v2769
      @tpgamesczc_v2769 24 дня назад +14

      Don't forget Graphics Enhancement. The mod utilises HE2 more than Sonic Team did and makes the game more stunning, also featuring atmospheric changes as well

    • @kaistudios5536
      @kaistudios5536 23 дня назад +2

      _TIME TO DOWNLOAD ANOTHER MOD!_ 💨💨

    • @sonicthomasgamer
      @sonicthomasgamer 23 дня назад +8

      @@kaistudios5536 Don't forget the "Graphics enhancement" mod if it's not in your mod folder already

  • @NemesisTWarlock
    @NemesisTWarlock 24 дня назад +20

    I mean, baked Lightmap GI is pretty old hat now, but... back in 2006!? Positively MINDBLOWING

    • @pfannkuchengesicht42
      @pfannkuchengesicht42 23 дня назад

      Even then it's been well established at that point

    • @theneonbop
      @theneonbop 19 дней назад +2

      don't half life 2 and counter strike source use lightmap GI?

  • @Directsandarchive3020
    @Directsandarchive3020 20 дней назад +45

    There was a point in this video where I broke and burst out laughing, because it suddenly hit me how monumentally clueless most people are when they talk about Sonic. There's so much depth to the development of these games, how can anyone just break it down to, "shit" or "mid?" it kinda makes me sad.
    Anyways, thanks for making videos like this, it's nice hearing someone talk about these games below the surface. Not enough people do that.

    • @Cifesk
      @Cifesk  20 дней назад +17

      That's why I don't engage in online Sonic discussions, it's just mindless nonsense
      Glad you enjoyed it :)

    • @culturalist
      @culturalist 18 дней назад +5

      game development is an art, that doesn't mean you can't judge one on its merit

    • @anotheryoutubeaccount5259
      @anotheryoutubeaccount5259 16 дней назад

      ​@@culturalist cult uralist

  • @vantablackecho
    @vantablackecho 25 дней назад +27

    I’m thoroughly amazed at the amount of work that goes into games and how they’re able to figure out workarounds whenever they come up against obstacles. It’s funny seeing how much detail we may overlook but that is needed to make the game feel complete.

  • @Levelent01
    @Levelent01 19 дней назад +14

    Another fact about this engine people might not know -- Yoshihisa Hashimoto was picked up by Square Enix after the Unleashed project to work on the Luminous Engine, which is the graphics engine used in Final Fantasy XV. It's also what powered Forspoken, although most of the original devs had left by that point. They also forked this engine early in development to make FFXIV 2.0 and that's still used today. If anyone remembers the Agni Philosophy tech demo...that's Yoshihisa Hashimoto. There are probably still videos on RUclips of him presenting it for the first time too.
    The Hedgehog Engine was always really, really, REALLY ahead of its time...developers wouldn't really focus so heavily on lighting techniques for many many years later when the PS4/Xbone became a thing. Sonic Unleashed was one of the few games to even attempt Global Illumination in that age, in fact you probably couldn't find another game that featured it on console.
    Anyone who lived through the early 360 Era probably remembers how absolutely mindblowing Sonic Unleashed looked.
    The reason the Hedgehog Engine looks so good is because Sonic Team was essentially mimicking Raytracing back in 2008. These days we have actual hardware accelerated RT, but this was a really genius way to do it, even if it probably took a shitload of expensive compute time to bake back in 2008.

    • @dianavi1893
      @dianavi1893 17 дней назад +1

      It wasn't the only game. Mirror's Edge also used baked global illumination. Around this game's release, Epic Games added Lightmass to Unreal Engine 3, which was a tool for baking GI, so any games developed with it after this probably had baked GI as well. Lightmass carried over to UE4, and is still present in UE5 but is being replaced with Lumen now.
      Still, these games have aged really well. Sonic still looks great, and Mirror's Edge I think looks beter than the sequel.

    • @gdhasmile
      @gdhasmile 14 дней назад

      ​@@dianavi1893except that Mirror's Edge didn't use Unreal's Lightmass. DICE, working with Illuminate Labs, developed their own lightmap baker supporting GI called "Beast", that's what was used in Mirror's Edge.

  • @SilverXenolupus
    @SilverXenolupus 24 дня назад +56

    Hey! Great video. Game dev here. This is actually how most 3D games handle their lighting even today. Of course there are things like PBR and raytracing now, but I had no idea sonic team came up with these techniques.

  • @crestofhonor2349
    @crestofhonor2349 25 дней назад +19

    I've always loved hearing about the Hedgehog engine. Obviously they used baked lighting to get most of their lighting data because doing that stuff in real time was not feasible then. Shadow maps were new then as before in the last gen they were mostly static and prebaked into textures. The new baked GI system plus use of shadow maps really helped. Plus the models were all pretty high poly, especially compared to the models used in the PS2, Gamecube, and Xbox. Sonic's model in cutscenes was so good polygon edges were difficult to see.

  • @michawhite7613
    @michawhite7613 25 дней назад +15

    The reason why it seems like smaller objects are being rendered first is probably just because there are more of them. The depth buffer helps to avoid rendering something if there's already something in front of it that was already rendered. Sorting the objects from closest to furthest is an O(nlogn) operation, which means it would be slower than just having occasional wasted work.

  • @danielrossner3109
    @danielrossner3109 25 дней назад +20

    Neat stuff! I remember the Unleashed GDC talk, it was my obsession for a good year tbh.
    Have you considered hitting up some people in the modding scene with more in-depth understandings of the engine's low-level functions, architecture / design, etc? It'd be a lot more technical but I think that has some value for people who're into that kinda thing (like "how is a CPU even made?" kinda stuff). I know the author of the Gens Freecam mod you've used has a lot of insight in Gens specifically, and a few people who mod Lost World talk all the time about how that engine is WILDLY different from Unleashed and Gens under the hood. Would be cool, maybe!

  • @vast634
    @vast634 17 дней назад +2

    Nice to see the step by step rendering shows by that NVidia Tool. In general many other game engines used very similar techniques also back then.

  • @TheLivelovelaugh165
    @TheLivelovelaugh165 24 дня назад +10

    8:48 I believe the hedgehog engine does do this with a max cap of 4 scatter bounces strictly reserved for Sonic's model handling occlusion light. I think the environment only used 1-2 bounces.
    There also was an order to the lighting layers being rendered: ambient/fill light first, occlusion light from environment, direct hard light, and Sonic's occlusion light back to the environment (This is why Sonic is fully rendered 10:27 as his reflected light has not been accounted to the environment yet - Its really not noticeable unless Sonic is in direct hard light and close to an object).
    Water does take in account the lighting engine and due to it's unpredictable motion, is technically real-time rendering. So water gets rendered tens of times over once disturbed of it's "default" pattern. This is why the game lags so much in Adabat.

  • @YoutubePizzer
    @YoutubePizzer 25 дней назад +6

    14:32 small clarification, mip maps don’t have a set amount, in engines like Unity I’m pretty sure it makes mip map levels by halving the resolution until it reaches like 2x2 and storing each one

    • @jigaiulian5716
      @jigaiulian5716 23 дня назад +5

      You can set the amount when exporting images but the default is down to 2x2

  • @JayTheComputerGuy
    @JayTheComputerGuy 25 дней назад +6

    so this is why unleashed has aged so well visually! I am a sucker for anything relating to rendering in computer graphics and this video explains all of the concepts it talks about very well. This video and your channel deserve way more subs!

  • @CEOofGameDev
    @CEOofGameDev 20 дней назад +3

    "How Does the Hedgehog Engine Work?"
    With hedgehog, I'd assume.

  • @voryndagothDL
    @voryndagothDL 25 дней назад +4

    Great insights and perfectly explained. Amazing job

  • @gugonic2001
    @gugonic2001 13 дней назад +3

    Holy crap, a fellow portuguese sonic fan!
    Excelente video, continua o ótimo trabalho!
    Ganhaste um subscritor.

  • @MatrixEvolution17
    @MatrixEvolution17 25 дней назад +7

    Really cool video! Yoshihisa Hashimoto was kind of a pioneer in a lot of ways and I wish he'd return. A lot of work went into the Hedgehog Engine and I think it could look great if pushed to its full potential.

  • @Terminal_Apotos
    @Terminal_Apotos 25 дней назад +62

    It’s crazy how innovative and talented Sonic Team used to be when it came to graphics/lighting.

    • @waffles245
      @waffles245 21 день назад +7

      Was? Sonic Forces' lighting is really good. Frontiers is an exception with how eh it looks

  • @ItzInvidious
    @ItzInvidious 22 дня назад

    Another great video. I was always interested in how it all worked and you explained it perfectly.

  • @Banderpop
    @Banderpop 24 дня назад +8

    I noticed the lighting in Unleashed straight away as I was familiar with the lighting concept of radiosity, in real life, in paintings, and in ray tracing, and how it rarely got seen in any form in any games because of the huge amount of computation required. It worked so well in the Mediterranean-like streets of Unleashed. The gaming press seriously let us down here by completely not noticing/ignoring this visual achievement at all.
    Ultimately, Sonic Generations made me a PC gamer because I couldn't stand being stuck with 30fps gameplay over and over again and wanted to see and play these at 60fps.
    But for all the visual innovation of Unleashed, and the intelligence, capability and determination of the developers at Sega, I'm still stunned they thought the Werehog was a good idea and seriously went ahead with it! Surely they must have had some doubts at some point?!

    • @yet0another0account
      @yet0another0account 21 день назад +1

      Well, the Werehog seemed like a good idea *at the time*. In the late 2000s, God of War was hugely popular and the Werehog is very "inspired" by that.

    • @generallyunimportant
      @generallyunimportant 18 дней назад

      there are people that liked the werehog thing
      i actually didn't understand why they even did it at first, but it has grown on me over the years, lol..

  • @Niosai
    @Niosai 21 день назад +1

    Super informative! I enjoyed this.

  • @falkreon
    @falkreon 20 дней назад +5

    So the real light transport problem is not that your light rays "multiply", it's because you'd have about 10^18 photons to simulate each frame in a "physical" simulation. That's too many! A good rule of thumb on what we can do today is still about one ray per pixel. So each ray models many photons hitting the same spot but at different tiny offsets, getting scattered in all different directions by the microscopic shape of the surface (this is diffuse scattering). Yes, we have to "spawn" more rays to model this on the renderer end, but that's still far, far fewer rays than there are photons in the scene - otherwise we'd be violating conservation of energy!

  • @barelyaiden
    @barelyaiden 24 дня назад +36

    it's interesting lumen in unreal engine 5 basically uses a similar rendering ideology sonic team came up with decades ago proving just how ingenious they were, a lot of these techniques did exist back then but they still managed to revolutionize them and make a stunning game

    • @Thamstras
      @Thamstras 18 дней назад +1

      What's being described here is more like the Lightmass system used in UE3 and UE4.

    • @barelyaiden
      @barelyaiden 18 дней назад

      @@Thamstras i was thinking more of how lumen uses voxels to calculate lighting in real time comparable to the system hedgehog engine uses to apply gi to sonic

  • @HedgeThatDamn
    @HedgeThatDamn 22 дня назад

    Thank for this video! It's great to have a precise and concise video to point to for "How the Hedgehog Engine" worked. Really well done!

  • @cakestealer5983
    @cakestealer5983 25 дней назад

    Great analysis! Really impressive what they came up with for this engine.

  • @willowwwowo
    @willowwwowo 25 дней назад +8

    THE GOAT IS BACK AGAIN

  • @gb_oreo
    @gb_oreo 25 дней назад +2

    Man, this is super cool, thank you a lot, now I am able to appreciate even more the amazing looks of Sonic Unleashed

  • @AnnCatsanndra
    @AnnCatsanndra 25 дней назад +5

    I actually had no idea about the GDC talk! I'll be watching that next!

  • @lynxzanimated
    @lynxzanimated 25 дней назад

    This video is super informative, great video!!🔥🔥

  • @Rafix
    @Rafix 14 дней назад

    really really really really really awesome video, thank you :)

  • @dmk_yt
    @dmk_yt 25 дней назад +4

    This video was a really cool dive into this topic, I had always wanted to know more about the Hedgehog Engine.

  • @afhamdanish1957
    @afhamdanish1957 25 дней назад +2

    Man this is really interesting to know about hedgehog engine work's really good video btw 👍

  • @Joshi_ForReal
    @Joshi_ForReal 23 дня назад

    Just got back from watching the sonic symphony, this is the perfect video to watch after a long trip!

  • @programacionevolis3d681
    @programacionevolis3d681 20 дней назад

    Thanks for converting some of the tech paper that came a long time ago to this video.

  • @vvbestie
    @vvbestie 25 дней назад

    great video! thank you for your work

  • @KillzXGaming01
    @KillzXGaming01 5 дней назад

    Really informative video! Mk8 also has baked gi lightmaps (hdr encode by alpha) and sh probes for gi lighting on moving objects and drivers.

  • @Skeffles
    @Skeffles 16 дней назад

    Great video! I loved hearing about this.

  • @thealandude9146
    @thealandude9146 24 дня назад +3

    I've seen plenty of videos talking about Source Engine and it's features and I loved these kind of videos, this will be a fun watch

    • @thealandude9146
      @thealandude9146 24 дня назад +1

      0:34 I remember the Black Knight stage port

  • @kao7143
    @kao7143 23 дня назад

    amazing video! it's so interesting to learn about how much they went through just to achieve their goal of that pixar look, and the engine has come so far, just look at shadow generations! it looks gorgeous so far and im so excited!

  • @illuminum8576
    @illuminum8576 18 дней назад

    Nice Video!

  • @plusah1268
    @plusah1268 21 день назад

    good, unique content I could always come back to

  • @tuiwing
    @tuiwing 25 дней назад +8

    bro you know its a good day when cifesk uploads

  • @nightlydata2181
    @nightlydata2181 24 дня назад +8

    There's somethin bout Unleasheds' lightin that I heavily prefer over Forces Or Frontiers. It's still the most beautiful lookin game to me graphically. Thx for the rundown

  • @Robowil
    @Robowil День назад

    Random fact I want to share about Frontiers: it actually *does* support baked GI lightmaps/shadowmaps, and pre-baked light-field. The lightmaps are used in the indoor/temple sections of Ares/Chaos/Ouranos Island for example. And while shadowmaps and pre-baked light-field aren't used in the game at all (since the light-field's colored in real-time), I've ported some stages from older HE2-based games (M&S Tokyo 2020, Sakura Wars, and Olympics 2020 (the one with humans) specifically) and since the file formats are identical, the game has no issue with reading them.
    That out of the way, I wanted to say, this was quite well-researched, and def an interesting watch. Especially as someone who actually tends to like working with lighting/materials.

  • @agentomecha634
    @agentomecha634 12 дней назад

    I know I learned something here today. This was a really interesting video essay. I was always fascinated with how games like Sonic Unleashed and Generations looked so detailed and how they have aged well visually. So it’s cool to finally have a summary of how the Hedgehog Engine and Engine 2 work.

  • @Sonikin1
    @Sonikin1 25 дней назад +5

    another video, another banger!

  • @espelhodasconstelacoes
    @espelhodasconstelacoes 21 день назад

    brilliant video brother! God bless!

  • @AyaxTheDragon
    @AyaxTheDragon 25 дней назад +1

    YEEEEEEEEEEEEEEEES, A VIDEO THAT EXPLAINS THIS ENGINE THANKS!!!!!!

  • @DeadPlayin
    @DeadPlayin 25 дней назад +1

    This video is popping off! Good work bro 🙏

  • @mariotaz
    @mariotaz 21 день назад

    Always been a fan of the Hedgehog Engine. Amazing work

  • @witcursedimages3560
    @witcursedimages3560 25 дней назад +11

    I hope the next sonic game shows this off more lol

  • @jed4276
    @jed4276 11 дней назад +1

    I just realized how far ahead sonic unleashed was for its time.

  • @xxcookiexx3934
    @xxcookiexx3934 25 дней назад

    Dude, you are awesome for making this video.
    I've always loved the look of these games, and now I understand more about how they are able to look so fabulous.
    Gracias papi chulo.

  • @Poyostar
    @Poyostar 20 дней назад +1

    Man, the Hedgehog Engine really is something, isn't it?
    I mean that in a good way, of course. Nicely done on the video!

  • @supercat2087
    @supercat2087 15 дней назад

    The background music needs to be way louder, but keep up the good work. I like the formula of the videos. 👍

  • @HectorElGeek12
    @HectorElGeek12 22 дня назад

    As a computer science student taking a computer graphics course this video is really interesting and informative, great job!

  • @shreyashishmitra6196
    @shreyashishmitra6196 24 дня назад +1

    This video explains how much sonic team had putted there efforts in making this engine and also explained that why sonic frontiers has so many pop ups while discovering the island.

  • @TheWaffleFactory
    @TheWaffleFactory 16 дней назад +1

    Unleashed is what made me want to study lighting and games

  • @shy_doge
    @shy_doge 24 дня назад +3

    very good video, although there are some small mistakes you managed to explained everything in a way that someone that is curious but not knowledgeable enough could understand and hopefully search more about how games in general work.
    there are some interesting tools you can also use to check how the engine works and you could've used reshade to read the depth buffer from the game.
    also keep in mind, the ps3 has 256mb of ram and vram, its very impressive what they managed to pull off back then. pretty sure they could've optimized the game more to run better on it but its still interesting to see how they thought back then to improve performance.
    well done :)

  • @trolmite6149
    @trolmite6149 25 дней назад +6

    Very cool, lots of scientific knowledge here!

  • @yannickmukwakani2515
    @yannickmukwakani2515 24 дня назад

    thanks for this video
    I have much learned with

  • @grantley2831
    @grantley2831 12 дней назад

    this video is so awesome

  • @PsychorGames
    @PsychorGames 19 дней назад +2

    An entire engine made by hedgehogs. Groundbreaking stuff. Science is amazing!

  • @ross3695_basedhax
    @ross3695_basedhax 25 дней назад +8

    Super Mario Galaxy, Sonic Unleashed, Mario Kart 8(mid gameplay aside) and Black Ops 3 have the BEST engines
    I wanted a full video on Hedgehog engine for so long thank you for making it!!

    • @TheLivelovelaugh165
      @TheLivelovelaugh165 24 дня назад +2

      Halo 3 also has an amazing lighting engine!
      Man, all these graphically amazing games with compatible lighting engines coming out around 2007-2008 is really strange. It's as if someone (3:00) scared these console-locked publishers into funding more advance techniques out of fear for "falling behind in the race."
      I really enjoy how all these dominoes fell just right that 2004-2008 ended up producing the best games to ever exist, despite the technology limitation at the time too!

    • @Eichro
      @Eichro 23 дня назад +1

      good call on Mario Kart 8, that game looks unreal (no pun intended)
      also worth mentioning Battlefield 3. Hard to believe that game was made for seventh generation consoles.

  • @Armm8991
    @Armm8991 25 дней назад +4

    All i know about hedgehog engine is that Puyo Puyo Tetris 2 runs on it

  • @johntee9691
    @johntee9691 25 дней назад +1

    Wow dude, thank you so much for this video. Though I don't know shit about game dev, it's really cool to see how the hedgehog engine works as it explains why hd games post unleashed came out with so much polish. Really great job here, congrats!

  • @HedgehogY2K
    @HedgehogY2K 9 дней назад +1

    10:48 limit possibilities, still a possibility, it's a possibility. No matter how small or limited, a possibility is a possibility. Sonic Unleashed and Halo 3 were the closest to ray tracing conceivable. I another reason why this worked so well is because this was ambitious for the hardware they were targeting. Considering the history with retro consoles, that was always a good sign.

  • @veggsbacon1891
    @veggsbacon1891 25 дней назад +37

    Sonic Team doesn't have to make an engine, but they did it anyway, and that's dedication. 👍🏻

    • @GunFeverr
      @GunFeverr 25 дней назад +29

      They absolutely had to, Renderware wasn’t cutting it and was largely dropped by the rest or the industry at this point in time and if they had attempted at using Unreal Engine 3 the results would have been horrendous. Making their own tech pushing engine custom fit to their needs is what they had been doing for years until Renderware derailed things

    • @FunnyParadox
      @FunnyParadox 24 дня назад +9

      Except that in 2005~2008 they had to make one, there clearly wasn't as much choices as there were today

    • @jojoojoratti123
      @jojoojoratti123 24 дня назад +3

      Plus having Renderware that has been bought by EA would be... something which i can only translate that as... foremostly _bad._

    • @sboinkthelegday3892
      @sboinkthelegday3892 20 дней назад +1

      And it is a company. Nintendo makes entire consoles, and they get more out of it than "just do all that licensed for the Bill Gates ecosystem, bro, it's already further ahead".
      Not every company is your little sister's lemonade stand.

    • @generallyunimportant
      @generallyunimportant 18 дней назад

      @@sboinkthelegday3892 does taking nvidia's homework and modifying it with custom firmware count tho?..
      like, yeah, the switch is okay, but most of their work was the software side of things.
      i guess there's the joycons, which are unique somewhat.

  • @Mahdi12
    @Mahdi12 25 дней назад

    This is a interesting video, I heard about hedgehog engine which I didn't watch many videos to talk more depth in it but this was compelling. I finished Unleashed yesterday so it's nice to see more recoomendation on it. To think they made a new cool engine in two years after 06.

  • @entadnb
    @entadnb 24 дня назад +1

    mindblowing. Always thought this engine looked incredible. Had no idea they literally blew the power in their office making it

  • @equivocator7727
    @equivocator7727 20 дней назад

    What you're seeing at 16:40 looks like a depth pre-pass (hard to say for certain without looking at NSight myself). This serves as a way to reduce fully-shaded overdraw in forward renderers by basically "pre-loading" the depth buffer. This allows you to then render the scene again, fully shaded this time, and using the pre-rendered depth buffer to then only shade each pixel once. In a sense, you could think of this as paying a small cost up front for pixel-perfect culling later.

  • @The_stupid_starkid
    @The_stupid_starkid 24 дня назад +1

    juro eu tava tanto querendo saber como funciona mt obrigado

  • @dissonanceparadiddle
    @dissonanceparadiddle 10 дней назад

    Man no wonder the graphical mods for frontiers can push things so far since it has an incredibly solid foundation

  • @Rakadeja
    @Rakadeja 19 дней назад

    This is actually really helpful for me to know lol

  • @zen.mn.
    @zen.mn. 20 дней назад +1

    are you telling me sonic team had to figure out what a lightmap is

  • @omgodification
    @omgodification 15 дней назад

    It rolls around at the speed of sound

  • @aortaplatinum
    @aortaplatinum 10 дней назад

    Absolute fucking geniuses to get this running at a decent frame rate on tech from 2005, it's no wonder Unleashed had such drastic frame drops. Pre-calculating and baking to ease the real-time load was a great idea, I didn’t even realize there was that much baking going on in the environment textures.
    This is some John Carmack level shit, thank you so much for making this so people can appreciate the work that went into HE outside of "waow unleashed looks so good!!"

  • @SwirlystarsJP
    @SwirlystarsJP 25 дней назад

    This video is amazing, I always wondered how they made games like Unleashed looks SUPER good, it's still impressive considering how it was back then.

  • @emerald7914
    @emerald7914 25 дней назад

    Another banger

  • @ChipboardDev
    @ChipboardDev 24 дня назад

    Light simulation baking is now a common technique used in many games

  • @andikasujanadi
    @andikasujanadi 18 дней назад

    Nice video, acerola

  • @VGLounge
    @VGLounge 24 дня назад

    I was surprised by how good Generations looked and how well it ran back when it launched. Years later it still held up great.

  • @TacSmash
    @TacSmash 25 дней назад

    Just going to share this with a few people... 🎉 Will watch latest today, looks interesting!

  • @DatFastBoi
    @DatFastBoi 8 дней назад

    that was such an interesting video from a noob’s perspective, you can really tell they went above and beyond to give us the gem sonic unleashed is

  • @Krilium
    @Krilium 19 дней назад

    It's interesting to see that the depth buffer is rendering all objects in view regardless of whether the object is actually visible. Ideally, you wouldn't do that because of the reasons you mentioned. Seems like they could have saved more performance by optimising the rendering pipeline some more but perhaps they already hit the performance target and deadlines were looming

  • @arigaberman8319
    @arigaberman8319 2 дня назад

    I honestly prefer when games have pre-rendered lighting. I love the look of games like Wolfenstien TNO, Dishonoured and Mirror's Edge - where the scene can have heaps of detail without complex geometry. Mirrors edge in particular nails this. still has areas with such realistic lighting they look better than a lot of new games.