Seeing Jay struggle with not falling over the edge in a game that has a mode that gives you 2 more lives and tell you where to go is truly entertaining
7:48 "I have achieved unlimited speed... but nowhen to put it..." "Please forgive me brother, my lust for speedrunning has gone too far." "Darkness is all that is left for me now."
Infact bugs like this can be found in almost any 3d game due to the fact the further you are from the coordinates 0,0 the less percise the games calculations get.
Its the floating point calculations that computers use getting less and less precise as @aZoruaontheinternet3243 said, combined with the limits of the switch and the fact that odyssey still uses a 32bit engine to save resources makes it worse
12:00 a technical explanation on why that happens: when you store decimal values in a game, you usually store them as “floats”. The problem with these are, that they get less precise for bigger values. In your case, you are out so far from the main island, that your position becomes too big to properly function. When that position is used to calculate where to draw parts of mario, the “segments” of possible values get bigger and bigger for bigger floats, resulting in that blocky effect you see. The blocky effect is parts of mario rendering on top of each other, because at values that big, it gets too imprecise to do any good math.
The corruption stuff happens when you travel past the barriers of the kingdom. If you’re able to make it past the death plane at the bottom of a kingdom (or if the area you’re in just doesn’t have a lower death plane), you’ll freefall way outside where you were intended to. I would assume the corruption happens because of how low your Y value is. The game was never made to deal with such a low number and doesn’t know what to do with itself. That would also make sense because the lower (or just further from 0 in either direction) your value goes, the worse the corruption gets. The corruption also happens with the X and Z coordinates too, but you usually don’t experience it because it’s very hard to get insanely high or low X/Z values. One of the contributing factors to this is that around every kingdom, there is a barrier that pushes Mario back to where he’s supposed to be. The further into this barrier you go, the stronger it will push against Mario. That’s why you seemed to warp all the way back to the Wooded Kingdom after being so far out you couldn’t see it. I assume this barrier also ends at some point because it seems like you were able to bypass it entirely in Lake Kingdom. If you want to see this barrier in the vanilla game with no mods, you can head to the Seaside Kingdom and try to swim far out. Eventually, Mario will stop moving and get pushed back into the kingdom. There’s also a way to push into the barrier a very small amount, but if you want more info on that, just look up “fish clip.” It’s a speedrun strat that uses pushing through the barrier to get out of bounds in the Seaside Kingdom.
12:00 I think the reason why Mario is getting soo glitchy and messed up here, might have to do with something called a float point error. He’s just sooo far out of the playable area, breaking the limits of the game :S
"How do you break Mario Odyssey?" It's simple as 1... *puts it on a concrete base* 2... *picks a sledgehammer up* And 3! *Drops the sledgehammer, grabs the SMO game chip, and throws it into a burner* Also, a better title would be *Super Mario Odysspeed*
The pixelization thing at the end is called the null zone and it happens because of the way the game is rendering things. When you get too far out, the game wasn't ready for that and therefore it glitches out like that. (This is the simplest way my 3 am brain can explain it)
happens in roblox as well,i call it the null zone,because that far out,the games purpose is just null and void,its crumbing to dust right before your eyes
fun fact, the glitchy mario looking thing was because you were very far out of bounds. you can actually get that without mods using glitches in darker side (if its not patched idk if it is)
I like to call what jay entered: low poly hell the models become sprites then it becomes abstract like a mosaic or giant triangles. I'm pretty sure you come to a point where the sprites dissappear.
Sonic: No one can outrun me!- Mario: *puts his hand on Sonic's shoulder* Wanna say that again? *Mario's eye glows red* Sonic: *gulp* Umm.... Mario: *runs across the entire world in a millisecond* Sonic: I'm scared
It's called a floating point error (i think) and basically it happens (in games) when the camera travels ludicrous distances away from the level origin.