It might surprise some that we only had "true hardware lights" for a _very_ brief time from 1999 to 2001. That was when the GeForce 256 added hardware support for up to 8 lights that the GPU would automagically use to light geometry. But already in 2001, this fixed functionality was phased out in favor of pixel shaders, so it became once again the programmer's responsibility to describe the lighting algorithmically.
There's a lot this video gets wrong and just doesn't seem to understand, begging the question why make the video? In the end you resort to saying use an asset store asset. Really confusing. PS1 could do per-vertex lighting. Gouraud shading basically IS how you do per-vertex lighting (it's just the interpolation of the color/light value between verts). Textures are just textures, nothing in their use in SH1 makes them "tiles". Every game on the system did their assets this way. Super annoying video.
I'm two minutes in the video, and they only thing I can already say is that the music is too loud and annoying. This is not a Nolan movie. If the music is just for background ambience, err on the side of caution and turn it down. Less is more. Also, dude. All that half baked explanation and then you just use an asset? Kinda lame.
Tank controls NEVER made perfect sense. They were always clunky and awkward. Some remakes of former "tank control" games have remedied the camera change issue by simply maintaining the control directions relative to the previous screen until you center the control stick, and it works infinitely better than tank controls.
I think the problem might be your light radius? Also, be sure to check the lighting window (if it's not present, you can find it in one of the toolbar items) and disable any light baking. You shouldn't need a special shader for barebones vertex lighting.
The title almost drove me away from this video because I thought "backgrounds are pre-rendered - big whoop, that's obvious?" but I was positively surprised actually watching it.
Why didn't you mentioned Alone In the Dark? I mean, not even ONCE, no mention at all. It's very sad how people are erasing important pieces of history in the collective mind. Alone in the Dark created this method, but the video not only omits it but try to suggest that capcom "created it". Sorry, but that really pisses me off.
Fix camera gives a cinema experience. A professional decides the perspective to tell the narrative. Now it's the player hand holding the camera. A good balance was code Veronica.
I don't think having the light bounce with the vertex shading is necessarily breaking the visual language of silent hill. It seems like they tried to simulate that light bounce with the more interpolated vertices around the edge of the light-cone. It's just a linear sort of fall-off but it still gives me the feel of faked bounce light.
You say a lot of words i don’t understand. I love your videos, your passion, and the way you even get me to somewhat understand what you’re talking about. Keep being awesome!
him: Raytracing wasn't even a thing back in 1994 when these things came out. me: **remembers building out and raytracing scenes in POV-Ray in 1991** Granted, I had to type up a text file, explaining where spheres, cones, planes, cameras, and lights were, and just a Mickey Mouse I made with 3 chrome spheres hovering over a marble plane with a few lights took 24 hours to render at 640×480, but still 😄
I watched this and the previous video and was ready to go through the rabbit hole and binge all your other videos but it seems these are the only 2 (apart from the old stuff). Loved your videos and hope you make more. Good luck dude.
Raytracing and even stuff like SSR is actually really distracting to me most of the time. Only looks good in extremely ideal situations but in motion you often get weird artifacts. Not so with these old techniques, or at least not nearly as often. The rasterized light of something like Metroid Prime is far more appealing to me. It's done so intentionally and it's hard to see the cracks unless you're actively looking for them, as opposed to your character's arm reflecting off the water 10m away or reflections smearing around on a mirror.
Funny x3 Subscribed because I'm intrigued to learn more. I always wanted to learn to make games back when I grew up in the golden age of gaming but, alas, that came and went sadly. Some people may bash on the simplicity of the asset usage but I think that it's more important that we're able to create our dreams nowadays with relatively ease compared to never being able to at all. And those who still want to learn the hard way are still more than welcome to do so by programming it all from scratch. There are some absolute mindbogglingly amazing programmers these days just as there are 3D artists. It always amazes me. But never forget the past, because the past used the neatest of tricks ever that so many triple A's want you to believe " _We can't have today, what we had in the past_ ".
0:45 From what I've read the jitter is actually from the vertices jumping from whole number to whole number in the 2D space of the screen(Due to no subpixel precision of vertex positioning on the GPU) not 3D space.
yknow to be fair to the version before you found the free psx shader, it honestly looked to me like silent hill 2 lighting. or maybe 3, where there WAS bounce lighting/not full pitch black. youre selling yourself short calling it a 'janky unity project' like you did in the video, because yeah it wasn't full-black like SH1, but it was still emulating everything i've ever remembered about early 2000s PS1/2 games. honestly, i love SH1 to death, but your 'janky' version was really good, it looked nice as hell.
Love this video! I think its also important to note that pre-rendered backgrounds had a depth map as well which went from black to white depending on distance. This let 3d models hide behind objects or stand in front of them. That's a little more difficult to replicate in Unity but there are examples out there on how to do it with a blender depth map. You can see this implemented very well in Microsoft 3d Movie Maker where you can move 3d characters through walls, through the floor, and behind windows/doors.
Back at it! I love these. Super glad to see you make these. I always wanted to do something like this, but you do go above and beyond in your execution. Also, stylish ✨
Exactly. Make material->Tick Vertex Lit checkbox->Done. Every other engine focuses so much on modern photorealism graphics that it takes you a month to hack together something that doesn't even look right.
It was a widely used technique. The only hack in this video is you for creating the false claim, the shotty explanation, and then buying an asset in the most anticlimactic ending ever.