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All OpenGL Effects! 

Low Level Game Dev
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In this video, I will show you all of the graphical effects you can do in OpenGL, Vulkan, or DirectX that I know of. There are of course many more but this compilation will definitely have new things for you to learn 💪!
All resources are on my Discord!
/ discord
Wishlist Midnight Arrow:
store.steampowered.com/app/23...
Join this channel if you want to support me 😻:
/ @lowlevelgamedev9330
Chapters:
*GEOMETRY*:
1:10 Waves Simulations
1:42 World Curvature
1:53 Skeletal Animations
2:23 Decals
2:43 Volumetric Rendering I (Clouds)
3:05 Geometry Culling (Frustum Culling)
3:53 Level of Detail (LOD)
4:16 Tesselation Shaders
4:34 Displacement Mapping
4:39 Geometry Shaders
5:18 Geometry Buffer
5:45 Quaternions
5:56 Realistic Clothes/Hair
6:18 Wind Simulations
*LIGHTING*:
6:46 Normal Mapping
7:13 Light Maps
7:25 Lens Flare
7:51 Sky Box (Atmospheric Scattering)
8:02 Fog
8:11 Chromatic Aberration
8:30 Physically Based Rendering (PBR)
8:58 Image-Based Lighting (IBL)
9:22 Multiple Scattering Microfacet Model for IBL
9:47 Global Illumination
10:12 Spherical Harmonics
10:36 Light Probes
10:52 Screen Space Global Illumination (SSGI)
11:07 Ray Tracing
11:28 Subsurface Scattering
11:44 Skin Rendering
11:51 Volumetric Rendering II (God Rays)
12:06 Parallax Mapping
12:32 Reflections
12:55 Screen Space Reflections
13:15 Refraction
13:50 Defraction
14:06 Screen Space Ambient Occlusion (SSAO)
14:28 Horizon Based Ambient Occlusion (HBAO)
14:36 Screen Space Directional Occlusion (SSDO)
15:12 Bloom
15:50 High Dynamic Range (HDR)
16:50 HDR With Auto Exposure (the one used for bloom)
17:07 ACES Tonemapping HDR
17:29 Depth of Field (Bokeh)
17:49 Color Grading
*SHADOWS*:
18:33 Shadows
18:46 Percentage Close Filtering (PCF)
19:10 Static Geometry Caching
19:28 PCF Optimizations
20:11 Variance Shadow Mapping (VSM)
20:29 Rectilinear Texture Wrapping for Adaptive Shadow Mapping
20:53 Cascaded Shadow Mapping / Parallel Split Shadow Maps
*SPECIAL EFFECTS*:
21:34 Transparency
22:26 Order Independent Transparency
22:42 Depth Peel
23:09 Weighted Blending
23:21 Fragment Level Sorting
23:33 Rendering Many Textures (Mega Texture & Bindless Textures)
24:31 Anti-Aliasing (SSAA, MSAA & TAA)
26:00 DLSS
26:35 Adaptive Resolution
27:05 Lens Dirt
27:27 Motion Blur
27:41 Post-Process Warp
28:08 Deferred Rendering
29:29 Tiled Deferred Shading
29:29 Clustered Deferred Shading
29:42 Z Pre-Pass
30:01 Forward+ (Clustered Forward Shading)
Music: Evan King - Booty Shake Robot
Evan King - Everything is Okay
Evan King - Pocket Universe
Evan King - Spicy Boom
Evan King - Invisible Walls
/ contextsensitive
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Minecraft soundtrack: C418 - Danny
Minecraft soundtrack: C418 - Minecraft
Minecraft soundtrack: C418 - Haggstrom
Spooky Scary Skeletons
Song by Andrew Gold

Опубликовано:

 

16 ноя 2023

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Комментарии : 107   
@Nerthexx
@Nerthexx 8 месяцев назад
Cool video, sadly I know all of this already, although - a nice reminder that some of these things exist. So, I've decided to give you some ideas: 1 - VSM light leeking and overall quality can be improved. There is an alternative to VSM, called Exponent Shadow Mapping, which uses different moments and calculations. Combination of two - EVSM, has been a standard for many years. If we generate a mip-pyramid, we can also use it for soft shadows. 2 - In CSM, some games have, say, 5 cascades, but don't render them real-time. Last cascade is precalculated or updated very slowly. Others are more dynamic, but still use 5-10 fps to save frames, and are rendered in between different frames. 3 - Water, so, there are subsurface scattering approximations, making it look green in certain areas. 4 - Alexandr Sannikov basically solved GI, both diffuse and specular, with his research, which is implemented in PoE 2 (check their latest livestream). Best use case is screenspace, topdown games. 5 - Bent normals. Alexandr Sannikov also mentioned it, but the technique is 2 decades old. Basically you just bend your normal vector in the cone direction derived from AO, improving local shadows (if done in texture-space). Can be also precalculated for model-space and baked into vertex buffers. Good not only for diffuse occlusion, but for specular occlussion too (which is not seen very often in games). 6 - Trees (in Horizon Zero Dawn I think - might be wrong) use similar approach, but use proxy geometry to bend normals in the direction of a tree volume, granting a more realistic lighting. 7 - SSDO is cool, but there is also GTAO (HBAO with multibounce and color). 8 - Virtual textures are cool for close-up details. 9 - Animations with textures instead of skeletal. Basically bake animations in the texture and sample in a vertex shader. Cool for small things like book page flipping and birds flying. 10 - Impostors with precomputed lighting. Cool for clouds, distance trees. Basic idea is that you bake your object from many directions into an atlas texture, and sample 2-3 times from different corresponding views and grab the one with the closest depth. Usually done with octahedral mapping (which is also used for normal texture compression, 2d to 3d spherical projection if making planets, etc.) 11 - Outlines is a cool technique too. Best approaches are screenspace ones, which combine normal and depth, processed separately with sobel filter (edge filter), usually 3x3, but scaled up (it will skip, but it's okay) to desired radius. Radius is scaled by distance to the camera. There are other techniques, stencil based, mesh based, wireframe based, SDF based (voxel sdf). 12 - SDF, of course. The one and only. Cool for UI rendering, text rendering, decal rendering. Vector graphics, basically, without vectors. MSDF can fix the lack of high frequencies. 13 - Cheap global AO can be achieved with rendering the whole scene, like with shadow mapping, top down, from top to bottom basically, looking down (sky visibility term). EVSM should be good here. Use is with SSAO/texture space AO, choosing min() one. In combination with probes (multiscattering approximation), can be quite good (Ghost of Tsushima). 14 - Triplanar shading. In general a good way to apply textures without UVs. In practice, can be used to project snow/dust/dirt/sand/moss layer to all geometry, masked by some topdown designer/procedurally authored mask. 15 - Heightblending. Blending textures using height, basically. Good for splatmaps, decals. 16 - Roughness could be appxorimated as variance (like in VSM) from high-resolution normal-map. Can be precalculated before runtime. Can be good for realistic water rendering since this approach gives you anisotropic roughness (anisortopy can be it's own separate detail, but I'm feeling lazy). 17 - Cloth rendering. There are several physically based models for that too. Shadertoy has examples. 18 - Histogram-preserving blending. Better than alpha blending, good for terrain, when trying to mix textures with different levels of resolution. Basic idea is that you grab low frequencies (sampled from max. lod texture) from highest resolution and subtract them from lower-resolution texture before adding two together. Can be repeated indefinitely amount of times, but usually 3 times. World of tanks uses it iirc. 19 - Local tonemapping is a thing. Ghost of Tsushima. 20 - Instancing for large amount of grass. Ghost of Tsushima. 21 - Motion vectors can be used for better flip-book animations (PoE 2, many other games). 22 - Dither can be useful for transparency (Witcher 3) and quantization (Rendering of INSIDE). Noise, created by dithering, can be fixed with bilateral blur. 23 - Directional light is usually a dot, not a circle. So, it's incorrect to use it for sunlight. It also fights with IBL, some games usually remove sun from IBL maps manually. There are some games that fix the dot issue and give you the ability to control the radius. Don't remember the sources, but can be done with analytical area lights. 24 - Specular lights usually have aliasing due to how they are calculated, there are some approximations to fix them without AA. Final Fantasy 14. That's it. Could have written more, but this, I think, is plenty enough. Enjoy :)
@lowlevelgamedev9330
@lowlevelgamedev9330 8 месяцев назад
Damn you already gave me the content for part 2 🤣😂 thanks a lot I can't wait to take a look into all of them
@coderflower
@coderflower 7 месяцев назад
@@lowlevelgamedev9330 There is going to be part 2!? ))))
@mikk5428
@mikk5428 7 месяцев назад
@Nerthexx Can you show us your work then? :)
@user-qm4ev6jb7d
@user-qm4ev6jb7d 7 месяцев назад
The "color grading" part made me laugh out loud. It's so genius yet so simple. After fine-tuning your colors in a separate app, you just say to your shader: "Here's a lookup table, just follow *that* and you're done!" No complicated color correction equations at runtime.
@KokahZ777
@KokahZ777 8 месяцев назад
human is facinating. there have been decades of research and absolute geniuses worked on clever solutions just to play some games
@KokahZ777
@KokahZ777 8 месяцев назад
when you think about it it's reminecent of car manufacturers throwing their best engineers and millions of dollars just to win some race
@atomictraveller
@atomictraveller 7 месяцев назад
or try to get the coin out of the slot again on a string. genius. surely all the universal genii are stunned, and want to squeeze our rotund gonads when we procreate to assist because thank you so much for the american nazi party hey free west papua?
@duckworth-sc2
@duckworth-sc2 8 месяцев назад
there is so much to learn…. ive only done the basics with opengl , and have dabbled in webgl. none of this is trivial . i will be back to this video frequently
@UliTroyo
@UliTroyo 8 месяцев назад
Great video! I went through and got all the timestamps; you can copy/paste them into the description :) *GEOMETRY*: 1:10 Waves Simulations 1:42 World Curvature 1:53 Skeletal Animations 2:23 Decals 2:43 Volumetric Rendering I (Clouds) 3:05 Geometry Culling (Frustum Culling) 3:53 Level of Detail (LOD) 4:16 Tesselation Shaders 4:34 Displacement Mapping 4:39 Geometry Shaders 5:18 Geometry Buffer 5:45 Quaternions 5:56 Realistic Clothes/Hair 6:18 Wind Simulations *LIGHTING*: 6:46 Normal Mapping 7:13 Light Maps 7:25 Lens Flare 7:51 Sky Box (Atmospheric Scattering) 8:02 Fog 8:11 Chromatic Aberration 8:30 Physically Based Rendering (PBR) 8:58 Image Based Lighting (IBL) 9:22 Multiple Scattering Microfacet Model for IBL 9:47 Global Illumination 10:12 Spherical Harmonics 10:36 Light Probes 10:52 Screen Space Global Illumination (SSGI) 11:07 Ray Tracing 11:28 Subsurface Scattering 11:44 Skin Rendering 11:51 Volumetric Rendering II (God Rays) 12:06 Parallax Mapping 12:32 Reflections 12:55 Screen Space Reflections 13:15 Refraction 13:50 Defraction 14:06 Screen Space Ambient Occlusion (SSAO) 14:28 Horizon Based Ambient Occlusion (HBAO) 14:36 Screen Space Directional Occlusion (SSDO) 15:12 Bloom 15:50 High Dynamic Range (HDR) 16:50 HDR With Auto Exposure (the one used for bloom) 17:07 ACES Tonemapping HDR 17:29 Depth of Field (Bokeh) 17:49 Color Grading *SHADOWS*: 18:33 Shadows 18:46 Percentage Close Filtering (PCF) 19:10 Static Geometry Caching 19:28 PCF Optimizations 20:11 Variance Shadow Mapping (VSM) 20:29 Rectilinear Textre Wrapping for Adaptive Shadow Mapping 20:53 Cascaded Shadow Mapping / Parallel Split Shadow Maps *SPECIAL EFFECTS*: 21:34 Transparency 22:26 Order Independent Transparency 22:42 Depth Peel 23:09 Weighted Blending 23:21 Fragment Level Sorting 23:33 Rendering Many Textures (Mega Texture & Bindless Textures) 24:31 Anti-Aliasing (SSAA, MSAA & TAA) 26:00 DLSS 26:35 Adaptive Resolution 27:05 Lens Dirt 27:27 Motion Blur 27:41 Post Process Warp 28:08 Deferred Rendering 29:29 Tiled Deferred Shading 29:29 Clustered Deferred Shading 29:42 Z Pre-Pass 30:01 Forward+ (Clustered Forward Shading)
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
Didn't expect for people to help me with this 😆thanks I will use it
@zaicol850
@zaicol850 7 месяцев назад
@@lowlevelgamedev9330 you should also use a 0:00 timestamp, for chapters to work in video player
@masterD4250
@masterD4250 8 месяцев назад
1:06 Geometry 1:09 waves simulations 1:42 world curvature 1:52 skeletal animations 2:24 decals 2:43 volumetric rendering 1(clouds) 3:05 geometry culing 3:23 geometry culling(frustum culling) 3:45 Level of Detail (LOD) 4:15 tessolation shaders 4:31 displacement mapping 4:39 geometry shaders 5:14 geometry buffer 5:37 quaternions 5:56 realistic clothes/hair 6:18 wind simulations 6:40 Lighting 6:46 normal mapping 7:14 light maps 7:24 lens flare 7:51 sky box 7:55 sky box (atmopheric scattering) 8:02 fog 8:12 chromatic aberation 8:30 phisically based rendering (PBR) 8:58 image based lighting (IBL) 9:22 multiple-scattering microfacet model for IBL 9:47 global illumination 10:12 spherical harmonics 10:35 light probes 10:51 screen space global illumination (SSGI) 11:06 ray tracing 11:25 subsurface scattering 11:44 skin rendering 11:50 volumetric rendering 2(god rays) 12:06 parallax mapping 12:33 reflections 12:54 screen space reflections 13:16 refraction 13:49 defraction 14:07 ambient occlusion 14:17 screen space ambient occlusion (SSAO) 14:28 horizon based ambient occlusion (HBAO) 14:37 screen space directional occlusion (SSDO) 15:13 bloom 15:50 high dinamic range (HDR) 16:50 HDR with auto exposure 17:07 ACES tonemapping HDR 17:28 depth of field 17:42 depth of field (bokeh) 17:49 color grading 18:20 shadows 18:33 basic shadows 18:45 percentage close filtering (PCF) 19:10 static geometry caching 19:28 PCF Optimizations 20:11 Variance Shadow Mapping (VSM) 20:29 rectilinear texture wraping for adaptive shadow mapping 20:47 cascaded shadow mapping/parallel-split shadow maps 21:09 many more shadows effetcs 21:16 special effetcs 21:34 transparency 22:26 order independent transparency 22:41 depth peel 23:09 weighted blending 23:20 fragment level sorting 23:32 rendering many textures 23:43 rendering many textures ( mega texture) 24:04 rendering many textures (bindless textures) 24:30 anti aliasing 24:38 super sample anti aliasing (SSAA) 24:55 multi sample anti aliasing (MSAA) 25:17 fast approximate anti aliasing (FXAA) 25:29 temporal anti aliasing (TAA) 23:02 deep learning super sampling (DLSS) 26:34 adaptive resolution 27:05 lens dirt 27:27 motion blur 27:42 port process warp 28:08 deferred rendering 29:29 tiled deferred shading 29:29 clustered deferred shading 29:46 z freepass 30:02 forward+ (clustered forward shading)
@kravataf
@kravataf 8 месяцев назад
nice
@Alexey_Pe
@Alexey_Pe 8 месяцев назад
hero
@furkanunsal5814
@furkanunsal5814 8 месяцев назад
you have just blazed through everything that I was working on last 2 years. seeing my "adventures" in front of me as the video carries through was amazing.
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
😂😂 glad you found it nice, also if you have tried all of those stuffs you must be advanced 💪
@rmt3589
@rmt3589 8 месяцев назад
This is an amazing video, and makes me excited! I'll for sure go through this once I actually have OpenGL set up. Still setting up git for my engine.
@GGodis
@GGodis 8 месяцев назад
Amazing video as always, thank you! Was really engaging and interesting.
@Finding_Fortune
@Finding_Fortune 8 месяцев назад
Very nice! I definitely have to try out that curvature shader later. Im really interested in the refraction in the water, along with god rays and lens flares. The refraction will go well with your water caustics video hah
@Finding_Fortune
@Finding_Fortune 8 месяцев назад
Ah can't forget SSR either
@newgrafon5185
@newgrafon5185 7 месяцев назад
Чувак с именем Влад с акцентом чувака из Индии рассказывает какие есть приколы в OpenGL Мощно, лайк
@mhdtadeveloper
@mhdtadeveloper 4 месяца назад
Чувака из Румынии*
@newgrafon5185
@newgrafon5185 4 месяца назад
@@mhdtadeveloper я не писал из какой он страны, имя Влад в множестве славянских странах имеется
@thehambone1454
@thehambone1454 4 месяца назад
This is gold, thank you!
@Retrosen
@Retrosen 8 месяцев назад
Amazing video my friend!
@tadeohepperle7514
@tadeohepperle7514 8 месяцев назад
Thanks a lot for this Video!
@Josh-hl8jl
@Josh-hl8jl 8 месяцев назад
this is a god tier video. cheers mate
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
thank you
@novarender_
@novarender_ 7 месяцев назад
Agreed
@ramoncf7
@ramoncf7 6 месяцев назад
Knew all of them, still watched the whole video, fantastic compilation.
@lowlevelgamedev9330
@lowlevelgamedev9330 6 месяцев назад
chad 💪
@jacksonlevine9236
@jacksonlevine9236 7 месяцев назад
Cool! I wish you showed more of that world curvature formula! Edit: Nevermind I figured it out super fast, everyone, just have a uniform for your cameraposition in your vertex shader, and move gl_Position.y down based on distance to the camera, but on an exponential basis for a round-y shape. Hell yeah!
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
yes nice job 💪 Also didn't find it online so I just asked chat gpt for help 😂🤫
@Povilaz
@Povilaz 7 месяцев назад
Very interesting!
@dovahkiin2108
@dovahkiin2108 7 месяцев назад
nice vid pahjeet!
@MarcosCpp
@MarcosCpp 8 месяцев назад
Esse canal é muito bom!
@GGodis
@GGodis 8 месяцев назад
A more in-depth tutorial about the Forward+ rendering would be amazing.
@Supakills101
@Supakills101 6 месяцев назад
Love your channel, do you work in the industry or just indie?
@lowlevelgamedev9330
@lowlevelgamedev9330 6 месяцев назад
thank you, just indie rn 💪💪
@Iridium.
@Iridium. 6 месяцев назад
Foarte tare . Și eu am început nu de mult sa îmi adâncesc cunoștințele de tip Shaders .
@lowlevelgamedev9330
@lowlevelgamedev9330 6 месяцев назад
imi place ca nici nu ma mai intreaba lumea daca sunt roman pentru ca isi dau seama instant cu totii 🤣🇷🇴 also very nice tine-o tot asa 💪
@Iridium.
@Iridium. 6 месяцев назад
@@lowlevelgamedev9330da te inteleg la faza cu a fi roman :) .
@letronix6243
@letronix6243 8 месяцев назад
This is cool as someone who makes a game engine by myself.
@se7ense7ense7ense7ense7en
@se7ense7ense7ense7ense7en 7 месяцев назад
in prima secunda mi-am dat seama ca esti roman :))))) cheers
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
😂😂😂😂 de ce e asa de evident
@spartv1537
@spartv1537 8 месяцев назад
damn i love how he has that "top finco/honorable mention accent" and he does funny jokes at once
@hughjanes4883
@hughjanes4883 7 месяцев назад
The one thing I wished this coverd, binary space partitioning, ive had a lot of people tell me its outdated but im working on an engine that allows for open world spaces, but can also transition into using bsp tress to optimise indoor spaces. My next project is making the bsp trees physics objects and editable in real time because how cool would it be to make a giant base in game, then have it remain as optimised as it was outdoors, and on top of that it chaning in real time would make it fully destructible (ok with A LOT of work) but I think bsp still has massive potensial in modern day and its just ignored
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
hm I guess nowadays people use quad trees and things like that. I haven't touched bsp yet
@hughjanes4883
@hughjanes4883 7 месяцев назад
@@lowlevelgamedev9330 quadtrees are better outside buildings, bsp better inside them. Bsp is cheap but a pain to code as you not only need to sort through the tree, but generate it somehow
@GameBoyyearsago
@GameBoyyearsago 8 месяцев назад
I hope one day your game engine will evolve into something, i hooe im gonna use your game engine to make my mobile games, eventhough i dont know how to code : )
@alfred0231
@alfred0231 6 месяцев назад
5:56 lol right after you mention rotations being tricky its a game that has rotation bug. If you spin the camera 1000s of times in one direction in Witcher 3 it starts to break.
@user-pl4lo1lm2j
@user-pl4lo1lm2j 8 месяцев назад
Bro is way too underrated
@Volian0
@Volian0 7 месяцев назад
what's the point of the depth pre-pass? Doesn't GPU do a early depth test automatically?
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
so if you render 2 objects and one is in front of another, if you draw the fartjest one first, the gpu can't possibly know that it will be occluded in the future, so it has to color that object. With z pre pass you guarantee that you only run the fragment shader for each pixel only once
@Volian0
@Volian0 7 месяцев назад
@@lowlevelgamedev9330 Well yes, but the OpenGL Wiki says "Early Fragment Test is a feature supported by many GPUs that allow the certain Per-Sample Processing tests that discard fragments to proceed before fragment processing", it also says "The depth test can take place before the Fragment Shader executes." so my question is what's the point of implementing it yourself if a GPU is already doing it
@mhdtadeveloper
@mhdtadeveloper 8 месяцев назад
I've never seen a good tutorial on "eye adaptation effect". It is also called "auto exposure". Perhaps this can be discussed in the next part🍤
@Nerthexx
@Nerthexx 8 месяцев назад
It's pretty easy to do. You just have a baseline (target) exposure, create a mip-pyramid of your render, which allows you to quickly calculate average color of the scene, grab it's luminance value (convert RGB to HSB or YCbCr or whatever and use "luminance" or "brightness" parameter) and check if it's below or above your target (which differs with each tonemapping algorithm, so just choose one by trail and error), and converge, basically minimize the difference, taking small steps towards your target. To do this, you'd just calculate your exposure like this: float exposure = mix(average, target, EXPOSURE_SPEED) * EXPOSURE_STRENGTH
@SomeRandomPiggo
@SomeRandomPiggo Месяц назад
Valve made a good writeup on how they implemented it in Source, you can probably find it somewhere if you're interested
@samu350
@samu350 7 месяцев назад
It is said that Opengl is not good to start Graphics Programming with, DirectX is suggested instead, but that's only Windows/Xbox compatible. Vulkan is the alternative but it's supposedly very hard, I wanted to ask your opinion on that? Awesome video by the way.
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
hm Opengl is the easiest api to learn. If you learn directx you won't need to learn opengl anymore so I woul say to start with opengl. They probsbly sugest directx because it is more modern but at that point you have to learn the new directx api and that is clearly harder than opengl
@user-rn8ni2gl4f
@user-rn8ni2gl4f 7 месяцев назад
Hey, I want to make a game engine, but I don't know where to start and how can I do that I didn't make any desktop app with using high-level programming language, I'm a Unity game developer and I know about C++, C# programming language, and some concepts like OPP I want to make a basic engine just for showcase and getting high paid job, I know how to make games but when it's comes to getting high paid job game engine can be good portfolio please suggest something , where I should start which thing I should learn and other thing which can be useful
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
I have some videos that will help you. They will actually point to other videos and resources 😂 because thare are a lot of things to be learned but don't worry you can do it. The most difficult thing is learning opengl for the graphics part but after that it is not that difficult. Also before making an engine try to make a very simple game using my framework to understand how things work. Good luck 💪 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tK7yugR3qDU.htmlsi=UCQ2hRY3_ervV3Wc ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-A735Y4kMIPM.htmlsi=XbsAiE_taIujKZxm ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-21BNxCLTGWY.htmlsi=C-lka3RCRq7BNqHp ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zJoXMfCI9LM.htmlsi=tz34Fm_aAdmPUVit ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HPBXr6Zdm4w.htmlsi=mscuUWxwbXSf8jPc
@user-rn8ni2gl4f
@user-rn8ni2gl4f 7 месяцев назад
Thanks @@lowlevelgamedev9330 😀I'll Work on that
@rokushz
@rokushz 4 месяца назад
Hi,what you recommend to learn: OpenGL or Vulkan?
@lowlevelgamedev9330
@lowlevelgamedev9330 4 месяца назад
OpenGL, Vulkan is just too difficult to learn as a beginner and takes a ton so I think it is better to learn opengl to get started and do some advanced stuff with it 💪
@rokushz
@rokushz 4 месяца назад
big thanks@@lowlevelgamedev9330
@gabrielecocchieri7588
@gabrielecocchieri7588 5 дней назад
hey thats awesome, i might be wrong but aren't these effects made by you ON OpenGL? Like they are not strictly correlated with the library. Like a Framebuffer Object for example IS an OpenGL feature, but what you do with it is your business. It's like saying that a peculiar shader is an OpenGL effect where instead the way you do the shader is completely arbitrary. Does what i'm saying make sense?
@lowlevelgamedev9330
@lowlevelgamedev9330 5 дней назад
yes that'a totally correct but I jusr used this wording because it was easier and more catchy 😂😂
@gabrielecocchieri7588
@gabrielecocchieri7588 2 дня назад
@@lowlevelgamedev9330 fair, approved
@user-tk1re2hd2y
@user-tk1re2hd2y 8 месяцев назад
I love you ❤
@InfiniteCoder01
@InfiniteCoder01 8 месяцев назад
You mentioned like 60% if GameDev RU-vidrs that I watch
@marisakirisame867
@marisakirisame867 7 месяцев назад
even though OpenGL is now outdated, but it stil the best for potato gpu trying to make shading
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
not exactly, more modern graphic apis can get more you more optimized. Also opengl is not that outdated since for web for example web gl is the only option
@OleksandrSe
@OleksandrSe 7 месяцев назад
Romaaaaniaaaa mentioned, let's goooooo! Hello from Ukraine 🥃
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
Hello back bro 💪💪💪💪
@AntonioNoack
@AntonioNoack 8 месяцев назад
@65 ooh, that offends me. That you cannot do use MSAA on deferred rendering isn't a fact, it's a mere myth. Ofc you can, just light calculations may be a little excessively expensive, as they should use done on multisampled targets, too. Source: my game engine does it 😄, and yes, ofc it was a little work to get everything working with multi-sampled buffers, but besides that it's easy.
@lowlevelgamedev9330
@lowlevelgamedev9330 8 месяцев назад
oh ok didn't know that either :)) thanks
@combine_soldier
@combine_soldier 7 месяцев назад
last one is the most powerful and genial
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
yes that's why I left it last 😂
@IndellableHatesHandles
@IndellableHatesHandles 7 месяцев назад
Every time I try low-level programming I screw everything up. I envy anyone who can do it properly
@sxrevived1087
@sxrevived1087 5 месяцев назад
what about an ECS system
@lowlevelgamedev9330
@lowlevelgamedev9330 5 месяцев назад
well that's not really related to graphics stuff
@sxrevived1087
@sxrevived1087 5 месяцев назад
@@lowlevelgamedev9330 i know i was juste asking if your engine has it
@SirPytan
@SirPytan 7 месяцев назад
Instead of ACES Tonemapping better use AgX Tonemapping, it is the successor of ACES basically and I think from the same guy.
@lowlevelgamedev9330
@lowlevelgamedev9330 7 месяцев назад
U didn't know that thanks a lot can't wait to try it out 💪💪
@PapinPhonkerMaminModnik
@PapinPhonkerMaminModnik 7 месяцев назад
Этот мексиканский акцент прекрасен)))
@luigidabro
@luigidabro 8 месяцев назад
15:21, no, bloom just is light that gets reflected by air molecules. Every object has it, but with brighter ones, you just notice it more.
@Nerthexx
@Nerthexx 8 месяцев назад
Yep, when looking through a thick atmospheric/volumetric effect, like smoke, it should appear larger due to scattering. But bloom also often confused with flares, which create similar effect/halos/glowing due to how light bends inside the camera lense (lenses), our eyes have that too. WIth astigmatism (I have one), it's even more present.
@AntonioNoack
@AntonioNoack 8 месяцев назад
Generating motion vectors doesn't seem fun? It's one of the easiest advanced things to do 😊. Instructions: calculate gl_Position, just with the data of the previous frame; pass that, and gl_Position into the fragment shader. Divide both vec4s there by their w component. Subtract them. Done 🤩
@AntonioNoack
@AntonioNoack 8 месяцев назад
Also, just downsampling SSAO to get rid of noise is incorrect and causes edge bleeding. Use lateral filtering instead (only blend pixels that have similar depth/normal values).
@lowlevelgamedev9330
@lowlevelgamedev9330 8 месяцев назад
Oh ok I didn't know that, so you basically say that I just subtract the old position from the new one?
@AntonioNoack
@AntonioNoack 8 месяцев назад
@@lowlevelgamedev9330 Exactly, the position of the pixel in screen space, new one minus old one :), and that's all there is to it 😊
@quantumgamer6208
@quantumgamer6208 5 месяцев назад
Can you need to make a new RU-vid channel called high level game dev using python
@anubhavsinha1028
@anubhavsinha1028 8 месяцев назад
17th to comment
@lenargilmanov7893
@lenargilmanov7893 7 месяцев назад
I thought that I was rather knowledgeable in graphics programming. Now I realize that I didn't know jack shit.
@uhohwhy
@uhohwhy 6 месяцев назад
hallo your computer has virus
@jake3111
@jake3111 6 месяцев назад
Bro please use ai to read the script instead, it will sound more human and legible
@xXUnhingedDevXx
@xXUnhingedDevXx Месяц назад
Shut up Jake his voice is hot
@iivarimokelainen
@iivarimokelainen 7 месяцев назад
lmao the accent is ridiculous
@hman2875
@hman2875 6 месяцев назад
Man please at least try with the English accent
@lowlevelgamedev9330
@lowlevelgamedev9330 6 месяцев назад
sorry about that I'm trying my best 🥺😅
@xXUnhingedDevXx
@xXUnhingedDevXx Месяц назад
​@lowlevelgamedev9330 don't worry about him, I love your voice and it's their issue if they don't wanna listen to you
@autumn_rain
@autumn_rain 7 месяцев назад
dont bother making voiceover, just use robot voice. impossible to understand without subs.
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