A talk from Alexander Sannikov, a programmer at Grinding Gear Games. Recorded at Exilecon 2019. You can find Alexander's RUclips channel here: / donxenapo
Try Mothers Embrace reduced duration skeletons. Remote activated worms. With enough To Dust jewels, you can kill the skeles before their attack animation finishes and leave the worms placed at a distance for use with Fireball and such.
@@TheTolnoc why for fireball overlaping? is noy better use arc and try to hit the target two times? "it requires 4 grouped enemies to bounce back to the original." or chain projectile or other spell maybe some build using this pathofexile.gamepedia.com/Gloomfang? the problem is the charges with 40% reduced flask used 15% from passive tree = 55% and 20% from flask = 75%, maybe can work or you lost all charges,,, when you use mother of embrace with the skeletons the worms spanw around the skeleton but the fireball has a very small radius with lucky only 2 hits or 3 hits with 5 flask of worms because they spawn randomly.
It's all about enunciation, no accent is a problem if the speaker is careful about pronunciation and don't rush themselves. In my experience the only accented people who are hard to understand are those who rush themselves, mumble, or fail to speak loudly.
Awesome talk, I love watching passionate people talk about stuff like this. The complications of seemingly simple things in these systems blows my mind.
Wait... This is the guy who is responsible for my herald of ash scorching the grass and ground when it proc's? If so this man is completely priceless. I notice these little details and they are precisely the details that made me fall in love with this game. Another note: I love that behavioral neuroscience is a cornerstone of the development foundation of PoE. I love that considering how the mind and player will react to and interact with these subtle details. Bravo!
This team is cool, making light jabs at the actual game. Most ARPG companies would be like "you know like you grab a sword and swing at a monster and bam you feel a rush" these guys are like "you grab spell cascade a sire of shards and blow the screen up" lol
@@aaacowsad6388 the old scold's bridle cwdt masochist build is still one of my all-time favorites. You can check a vid about it from about 3 years ago on my channel. Not a million projectiles, but I was still pretty happy it worked at all :)
Waited for this one to be up! Great talk by an inspiring programmer. Wish more graphics programmers at other companies were at his skill level and get the time and trust to develop beautiful and unique graphics for their games.
Along with the Diablo 2 folks this guy's talk was an absolute treat to watch and listen to. He's obviously very passionate and knowledgeable about his craft.
They need to give us an option to disable fog in deliriums, just leave the timer we can figure it out if thats how we choose to play. Shits blowing my computer up.
They did say they would test some things out in the leagues leading up to PoE 2. Not that that's an excuse for the very slow fixing of the issues of course
@@Haunted-69 Fog is not what is reducing your performance. you literally will have the exact same performance issues without the fog. The problem is calculations of aura's and amount of mobs. if we lower mob density by a bunch and reduce the amount of aura's mobs could have you would see your performance spike completely up. But then a lot of people will bitch there are now less mobs to actually kill.
@@Haunted-69 I play this game on a half decade old laptop. I've got plenty of performance woes, but Delirium fog ain't one of them. Touching the mirror doesn't do anything to my performance (the resulting increase in action once the monsters spawn does though, but that has nothing to do with the fog).
Please @Path of Exile keep such experts passionate guys to tell us how you doin the things over some big company marketing speech. He tells exact the important things, and you can feel how deep hes into all of the thematics!
Loving this talk. Thanks for all the work you did putting it together. As a former graphics researcher I was both delighted by seeing the rendering equation and slightly traumatized with grad-school, publication-deadline flashbacks. :-) I am so happy to see more games incorporating GI techniques.
Oh my, the devs are so generous so that they decided to publish their works, which could do a great help for other games title being under development!
real time game devs are always sharing their knowledge because in the end only a few select people in the world at any time are smart enough to even know what to do with that knowledge ;)
That presentation was very informative and amazing! You can see the passion and hard work put into everything he talked about. It just made me live PoE even more than I already do.
Really bad timing for this video, when the game is busy freezing/stuttering for 3 second blocks here and there. But I don't think that's a graphics issue, it's something deeper seated.
"Я просто люблю исследовать вещи, даже если это ни к чему не приведет." Это просто золотое качество. Что бы я не начинал - все кончается на том, что "это нахрен никому не нужно".
Alexander is easily the best GGG employee. His work is what made me interested in POE 2. Other games who supposedly have such amazing graphics, just overwhelm you with colourful effects, but they don't offer this realism that makes you care for the character and totally immerse in the world.
Neat to see how some of these innovations go. Not sure "which map was hardest to render" was understood or quite relevant since he doesn't design maps. Artists and level designers design the maps, he programs the visual tools that the artists use. It's like asking a person who only creates new chemical makeups for paints what was the hardest painting they've designed.
I really loved this talk! A curiosity: when rendering the Shadows (amazing innovation!) you create mipmap of the depth buffer and then do ray tracing of shadows for each mip? That is the mip you are talking about? Thanks :)
I was also confused by this and am surprised more people haven't commented on it. I believe what he was trying to show was two stages of optimization: 1) the depth buffer used for the HBAO collision pass can be mipped, meaning the (monte carlo?) sampling would be applied per mip level with increasing sampling rate (perhaps complete coverage at the lowest MIP level). This higher coverage is, I believe, what is presented in the first "MIP depth" slide. 2) the pre-GI rendering (e.g. the color information) used for the horizon light bounce can be also be mipped, thus reducing the cost of the GI ray cast and further increasing the sampling rate. The result of this further increased sampling is presented in the second slide. Of course it's really hard to tell because his slides before depth mips show wildly inaccurate GI samples. if anyone has more insight on the MIP depth optimization (maybe from Alexander?), or really anything on the HBAO GI algorithm presented here I'd love to here it.
Thanks for the technical deep dive! PoE has a lot of great tech under the hood that is underappreciated. Unfortunately 400 systems that are super fast and clever don't matter too much if there are a few that bog down the game to single digit fps so that's why you'll almost always end up with negative feedback. To be honest, I'm not a fan of the PoE2 grass and feel like that may be a dead end since the technique seems inflexible with all the precomputing and using the same grass blade. That's why it still looks like fur. It's also groomed too much to give it all those wavy patterns but grass should either be somewhat standing straight if it's healthy or be even flatter in clumps like you see in winter after snow was on dead grass but this version just looks weird and soft. It's a cool concept and can be used for specialty cases I bet but I think for general grass it's more important that you can have a variety of weeds and grasses and that it reacts dynamically.
I just hope league mechanic visibility eventually evolves along with the renderer because PoE might be looking nicer every day but it's getting harder and harder to see any of it under an increasing amount of layers of indistinguishable monochrome jank
Meanwhile, since delirium release i cant properly run fully juiced up maps cause i will die to some random stutter or 2 second freeze which didnt happen before league patch. On another note, this dude gave a great speech.
Chris Wilson said in a video with Zizaran that they basically try to plan a few leagues ahead, they spew a bunch of ideas out, most get rejected and than keep certain ones and put it on a roadmap
He makes me love PoE even more. Very interesting and i feel like i've learned a lot. But besides, does anybody else have the problem that all dialogues of the NPCs are ending too soon?
=== Table of Contents ===
@0:44 Integration
@2:22 PBR
@5:45 Converting POE to PBR
@7:45 How it's made
@9:45 FAQ of Creating unique tech
@10:06 Point Light Shadows
@11:25 Structure of Shadows
@14:20 SSHV (Screenspace Hierarchical Variance)
@18:52 GI (Global Illumination) in screenspace
@19:50 SSHVGI
@21:27 Rendering Equation
@22:38 Temporal reprojection
@24:37 Horizon-based Screenspace
@25:30 Interleaved sampling
@27:11 HBVSSGI
@27:52 Subsurface refraction
@32:24 Simulating water flow
@34:43 Algebraic Multigrid
@36:09 Grass and Fur: Precalculated Raycasting
@38:56 "Infinity Noodles"
@39:19 Grass Uncanny valley
@40:40 Texture Bombing
@42:17 Bonus Content
@42:30 Synthesis Iteration
@43:19 Synthesis Fracturing
@43:38 Atlas (Dynamic Boundaries)
@44:19 Scalar Field Vectorization
@44:35 Curvature adjustment
@45:21 Burning Grass
@45:39 Abyss
@46:18 Automaton Wings
@47:02 Q&A
**Nick Burns:** _You're welcome!_ /s
"Cast-when-nothing-happens wormblaster" is my new favorite build type
Try Mothers Embrace reduced duration skeletons. Remote activated worms. With enough To Dust jewels, you can kill the skeles before their attack animation finishes and leave the worms placed at a distance for use with Fireball and such.
@@TheTolnoc sounds like OMGitsJousis
that's a clear reference to OMGItsJousis
@@TheTolnoc why for fireball overlaping? is noy better use arc and try to hit the target two times? "it requires 4 grouped enemies to bounce back to the original." or chain projectile or other spell maybe some build using this pathofexile.gamepedia.com/Gloomfang? the problem is the charges with 40% reduced flask used 15% from passive tree = 55% and 20% from flask = 75%, maybe can work or you lost all charges,,, when you use mother of embrace with the skeletons the worms spanw around the skeleton but the fireball has a very small radius with lucky only 2 hits or 3 hits with 5 flask of worms because they spawn randomly.
This guy is obviously passionate about everything he does, it's great to see someone love what they do.
This guy kinda looks like the duelist in game model
thanks shavronne but compliments doesn't work on me.
That was exactly what i was thinking. Probably he realy was the model for it ^_^
he looks swoll
This guy is a genius. The way he throws complex terms around but knows exactly what he's talking about.
Dude has a super thick accent yet is more clear and understandable than most native english speakers -.- blows my mind
classic russian accent for anyone who studied English from early school, half of my friends talk like that
It's all about enunciation, no accent is a problem if the speaker is careful about pronunciation and don't rush themselves. In my experience the only accented people who are hard to understand are those who rush themselves, mumble, or fail to speak loudly.
Awesome talk, I love watching passionate people talk about stuff like this. The complications of seemingly simple things in these systems blows my mind.
Thanks!
you just said my thoughts perfectly!
I really like this guy. He is incredibly passionate about his work!
Thanks!
And handsome!
Wait...
This is the guy who is responsible for my herald of ash scorching the grass and ground when it proc's?
If so this man is completely priceless. I notice these little details and they are precisely the details that made me fall in love with this game.
Another note: I love that behavioral neuroscience is a cornerstone of the development foundation of PoE. I love that considering how the mind and player will react to and interact with these subtle details. Bravo!
"whatever we do, the first question we ask is, "is it fast enough?"" Delirium: still sane exile?
_"SLOW DOWN SO WE CAN BLOW YOU UP!"_
It's lagging like hell.
@@Lordosvk In this case the answer was probably something like " ... no it's not, but fuck it, ship it anyway!"
That was a masterclass. Really refreshing to see some academics implemented directly and generating useful and cool things on screen
This team is cool, making light jabs at the actual game. Most ARPG companies would be like "you know like you grab a sword and swing at a monster and bam you feel a rush" these guys are like "you grab spell cascade a sire of shards and blow the screen up" lol
Spellslinger volatile dead corpse eater this league!
That's small talk cast when damage taken 1milliom projectiles servers per second builds is where its at
@@aaacowsad6388 the old scold's bridle cwdt masochist build is still one of my all-time favorites. You can check a vid about it from about 3 years ago on my channel. Not a million projectiles, but I was still pretty happy it worked at all :)
he's so enthusiastic, i love it.
Videos used:
19:51 Global illumination in screenspace ruclips.net/video/OPFvcsQAKjc/видео.html
29:39 Subsurface refraction rendering
ruclips.net/video/b5hIzkANWF4/видео.html
30:50 Ocean rendering shader breakdown
ruclips.net/video/itZB1hriaSk/видео.html
33:26 Path of Exile river water wip
ruclips.net/video/3j_k4OnHeEg/видео.html
38:56 Rendering unlimited noodles
ruclips.net/video/7DFHOMeHIoo/видео.html
40:38 Texture Bombing
www.shadertoy.com/view/tsVGRd
44:36 Curvature adjustment
ruclips.net/video/Lw3ay6bsiT8/видео.html
This guy has a tough job huh. A lot of interesting tech.
i mean its its passion! he loves what he is doing and you can really feel it when you listen to him. and he gets money for doing it ontop^^
Waited for this one to be up! Great talk by an inspiring programmer. Wish more graphics programmers at other companies were at his skill level and get the time and trust to develop beautiful and unique graphics for their games.
Along with the Diablo 2 folks this guy's talk was an absolute treat to watch and listen to. He's obviously very passionate and knowledgeable about his craft.
"Performance always comes first"
I'll believe it when i see it.
Me 2 .... I stopped playing because of Performance issues
They need to give us an option to disable fog in deliriums, just leave the timer we can figure it out if thats how we choose to play. Shits blowing my computer up.
They did say they would test some things out in the leagues leading up to PoE 2. Not that that's an excuse for the very slow fixing of the issues of course
@@Haunted-69 Fog is not what is reducing your performance. you literally will have the exact same performance issues without the fog. The problem is calculations of aura's and amount of mobs. if we lower mob density by a bunch and reduce the amount of aura's mobs could have you would see your performance spike completely up. But then a lot of people will bitch there are now less mobs to actually kill.
@@Haunted-69 I play this game on a half decade old laptop. I've got plenty of performance woes, but Delirium fog ain't one of them. Touching the mirror doesn't do anything to my performance (the resulting increase in action once the monsters spawn does though, but that has nothing to do with the fog).
Alex you are doing great and very passionate, keep it up, you are amazing!!!
Oak Glowing Pitch Black
"That's very PBR of you."
HAHAHAHAHAH I Thought I was the only one who realized that hahahahaha
Honestly one of the best videos I've seen on YT. Work of art.
You could say that to implement proper looking grass, they needed some cutting-hedge technology ...
🤣🤣🤣🤣🤣
I've been recently getting into making my own game, learning about shaders etc. I'm pretty impressed by his skills.
Huge respect for GGG and the whole team. Amazing work since day one!
35:56 fog... or something else.
blood
weed smoke
I love this.
I was in a perpetual state of, "Ohhhhhh, ok that's why that thing happens sometimes" literally from start to finish
i've heard the tala moana in the beggining and then bam the guy is actually a karui
karui are slavs confirmed
@@itemik100 this is the best comment on youtube.
36:00 "We can eventually use this to simulate fog... or something else" This was a delirium spoiler lol
8:58 "Fail Faster" - The No1 development mantra in action right here
Please @Path of Exile keep such experts passionate guys to tell us how you doin the things over some big company marketing speech. He tells exact the important things, and you can feel how deep hes into all of the thematics!
The best TED talk ever.
And on top of being a multiple PhD he seems a really nice guy. This explains why the game has started looking so good.
It's so cool being able to get an inside look at all the knowledge and skill put into making this game as great as it is!
Thanks!
This grass is genius idea! Great work and a ton of informations :D
Man watching all these talks makes me really bummed I missed out on them live. Thanks for uploading them and I look forward to the rest!
Loving this talk. Thanks for all the work you did putting it together. As a former graphics researcher I was both delighted by seeing the rendering equation and slightly traumatized with grad-school, publication-deadline flashbacks. :-) I am so happy to see more games incorporating GI techniques.
21:30 Still sane, Exile?
Really entertaining presentation
Great job!
Dang GGG employs He-Man himself
🤣🤣🤣 nice one mate 👍
Thats not He-man. Hes clearly wearing a shirt. Good to know Prince Adam has a nice job with GGG though.
Oh my, the devs are so generous so that they decided to publish their works, which could do a great help for other games title being under development!
real time game devs are always sharing their knowledge because in the end only a few select people in the world at any time are smart enough to even know what to do with that knowledge ;)
That presentation was very informative and amazing! You can see the passion and hard work put into everything he talked about. It just made me live PoE even more than I already do.
"Performance always comes first"
Oh no no, they didn't know
Really bad timing for this video, when the game is busy freezing/stuttering for 3 second blocks here and there. But I don't think that's a graphics issue, it's something deeper seated.
Report a bug. :D
it's more of an audio issue than video. If you play with --nosound you'll see everything he says in the video lol
"Я просто люблю исследовать вещи, даже если это ни к чему не приведет."
Это просто золотое качество. Что бы я не начинал - все кончается на том, что "это нахрен никому не нужно".
32:00 "when your CPU has nothing better to do"
Lol, like taking breaks when it's at 100% load. :D
15:45 I'm going to scream, literally the most important part of what he was showing and we can't see the slides.
Alexander is easily the best GGG employee. His work is what made me interested in POE 2. Other games who supposedly have such amazing graphics, just overwhelm you with colourful effects, but they don't offer this realism that makes you care for the character and totally immerse in the world.
He reminds me of John Carmack talking passionately about tech back in the day.
Fantastic talk Alex, well explained! They're lucky to have you!
Tala Moana, Exile. Welcome to Raycast.
Alexandr thx for frame drop on map! Good work!
I didn't understand 75% of what was said, but this is a cool video of a passionate guy
I would love to read about the sshvsm, ssvhbgi and subsurface refraction (even if I think I have some clues how he did the refraction shader)
Great talk! Thanks a lot for sharing the knowledge. Just would have liked to see the slides at 15:28 but oh well.
Brave to post this at this time of year.
Wow! GGG hired Russian superman to do the fancy graphics for PoE.
Neat to see how some of these innovations go. Not sure "which map was hardest to render" was understood or quite relevant since he doesn't design maps. Artists and level designers design the maps, he programs the visual tools that the artists use. It's like asking a person who only creates new chemical makeups for paints what was the hardest painting they've designed.
more of this plz, really good stuff!
Саня, ты красавчик! Спасибо!
love his works he really did a good job in grass shaders
I bet Blizzard watching this taking notes to improve D4.
Can we just low-key mention how handsome this guy is...
No
Absolutely amazing talk!
Отличный рассказ! Александр молодец, так держать!
dude, this is amazing
"So what have you been working on at GGG?"
this guy "I've been developing the grass"
"Grass?"
"It's really badass grass though"
Great work Alexander. Love tech
love the guy. has the ability to both, be on top of his game and make it interesting to listen to for a total noob.
GEnius thats all i can say u guys really is on the right track ! cant wait for POE 2 to appreciate this epic game. awesome job GGG devs
"and then ur screen is swarmed with whatever you just made" >_
I think DIablo4 peeeps watched the section about shadows and worked on penumbras for 2 years. They look pretty nice
It was more like a Ted Talk, bunch of mathematicians working at GGG. It was cool.
Hi Im KKomrade thanks for coming to my TED Talk
Alexander, you are awesome.
''Console doesnt affect the pc game''
''Whatevere we do has to support all the systems including console''
@@atiradeon6320 you think this game is playable on a pc more potatoe than a console? KEKW
@@atiradeon6320 bullshit how far did you get act 2?
I really loved this talk! A curiosity: when rendering the Shadows (amazing innovation!) you create mipmap of the depth buffer and then do ray tracing of shadows for each mip? That is the mip you are talking about? Thanks :)
I was also confused by this and am surprised more people haven't commented on it.
I believe what he was trying to show was two stages of optimization: 1) the depth buffer used for the HBAO collision pass can be mipped, meaning the (monte carlo?) sampling would be applied per mip level with increasing sampling rate (perhaps complete coverage at the lowest MIP level). This higher coverage is, I believe, what is presented in the first "MIP depth" slide. 2) the pre-GI rendering (e.g. the color information) used for the horizon light bounce can be also be mipped, thus reducing the cost of the GI ray cast and further increasing the sampling rate. The result of this further increased sampling is presented in the second slide.
Of course it's really hard to tell because his slides before depth mips show wildly inaccurate GI samples. if anyone has more insight on the MIP depth optimization (maybe from Alexander?), or really anything on the HBAO GI algorithm presented here I'd love to here it.
Awesome video. Thanks!
The GI algorithm is SO cool.
Thanks for the technical deep dive!
PoE has a lot of great tech under the hood that is underappreciated. Unfortunately 400 systems that are super fast and clever don't matter too much if there are a few that bog down the game to single digit fps so that's why you'll almost always end up with negative feedback.
To be honest, I'm not a fan of the PoE2 grass and feel like that may be a dead end since the technique seems inflexible with all the precomputing and using the same grass blade. That's why it still looks like fur. It's also groomed too much to give it all those wavy patterns but grass should either be somewhat standing straight if it's healthy or be even flatter in clumps like you see in winter after snow was on dead grass but this version just looks weird and soft. It's a cool concept and can be used for specialty cases I bet but I think for general grass it's more important that you can have a variety of weeds and grasses and that it reacts dynamically.
i could listen to this guy talk for hours, love the passion. bonus points for being the only ggg member to even mention console lmao
"Performance always comes first"
Oh no no no no no no no...
LMAO
Highly enjoyed this one!
The game engine you guys created is the best. Good job. GGG.
That's not a senior programmer, that's a fucking thicc HoA Jugg.
I just hope league mechanic visibility eventually evolves along with the renderer because PoE might be looking nicer every day but it's getting harder and harder to see any of it under an increasing amount of layers of indistinguishable monochrome jank
I wish i could work in GGG. Thanks for that presentation!
"And I am glad it's happening now because... uh... POE 2"
Yeah Alex seems like the VIP of GGG at this point
Привет Александр, приятно видеть.
This was awesome 1 hour!
Meanwhile, since delirium release i cant properly run fully juiced up maps cause i will die to some random stutter or 2 second freeze which didnt happen before league patch. On another note, this dude gave a great speech.
I love your game thank you for making it .
i am not here for the game... i am here for what makes the game tick. thanks.😎
36:00 Wait they already had the Delirium idea back then ?
Chris Wilson said in a video with Zizaran that they basically try to plan a few leagues ahead, they spew a bunch of ideas out, most get rejected and than keep certain ones and put it on a roadmap
Would be Nice for the game not to lag when doing delirium content
man, he looks ripped.
very nice, thank you.
This is so cool to watch. Is there a video where Vincent does one of this too?
Hey Alex, you should rework Seismic Trap since it's your area of expertise!
He makes me love PoE even more. Very interesting and i feel like i've learned a lot.
But besides, does anybody else have the problem that all dialogues of the NPCs are ending too soon?
wolcen taking notes in the corner
but why the textures take so long to load when I use an ssd? Is it because of my old processor (phenom 925 x4) or is it my gtx 950?