The GameCube will be closer to the release of the NES than to "now" in a few years. 5 years after that, the same will be true for the Wii. Honestly, when the Wii U was out, the GCN was considered retro. Now that the Switch is out, why isn't the Wii also considered retro?
Nintendo keeping the marketing focus away from graphics is a big part of the key to their longevity. When it comes to visuals, they aim to appear timeless instead of constantly on the cutting edge and it definitely pays off.
It also helps that Nintendo aims to stylize while the competition prefers to aim for realism. Stylized art styles are longer lived than realistic art styles.
THIS VIDEO IS INCREDIBLE. It cannot be stated enough how amazingly well the editing, presentation, and explainations are done in this video. You've somehow managed to explain a rather complex 3D technique with a beautifully succinct explaination and most importantly a very easy to understand visualization. There are hour long tutorials that don't explain displacement maps as well as this video. These are the perfect videos for 3D artists, hobbyists, and game designers to watch; fun, informative, and well edited. I've used your website before to get inspiration for my own work and it's an absolute joy. I'm so eager for more videos from you because this is 100% the content I crave and I adore your passion and commentary! Thank you!
I just reimplemented most of this video in like an hour. I'm not a graphics guy so these tricks have been eluding me for over a year. You're a rockstar.
hmmm, let me try this... overlap picture of dad.... scale up... add displacement map... and... "Hi son! Sorry I took so long to get those cigs, there was a big line at the corner store!"
Show Me Your Moves yet it could never calculate all of the surface vectors required for shading like today’s computers can. Some games incorporated shading without the mathematical requirement by what LemmeLix said, innovation. There has been awesome approximations using binary logic for example.
@@showmeyourmoves8551 But this is a 2010 game. WiiU wasn't far off, and Xbox 360 had been around for quite a few years and the software on it went through quite a bit of visual refinement. In the meanwhile, the game had to make do with Gamecube-based graphics hardware which first was released 9 years prior, merely clocked 1.5 times higher.
These aren't innovations though. Developers have been using these tricks for ages before this game. Not just Nintendo. This is just knowledge that's been built on by other devs. Pretty sure stuff like this was used all the way back since Turok (albeit in a really basic sense).
textures are underrated, i always have tons of fun messing around with them in photoshop. its kinda like looking at clouds, seeing what a random thing can look like.
Not really, it's just that pixel/vertex shaders are a lot more versatile so it's become standard to use them for layered effects vs. only textures. Of course they are a lot more computationally expensive en-masse than textures, but they also enable, for example, much more realistic looking water (the water in "Sea of Thieves" for example)
Actually the Gamecube was pretty impressive hardware compared to other consoles of it's generation. It was actually more powerful than a ps2, but weaker than the original xbox. It's only hindering factor was the disc format it used compared to the other consoles of the time which were using dvd-roms.
@@vidyaWolf Crysis takes a lot of thought, it's just two approaches to make something beautiful. Nintendo relies more on simple tricks paired with a wealth of artistic talent, for a game such as Crysis that wouldn't work within the games setting. Games such as Crysis back in the day were designed to push rendering to the limit, and it's beautiful in a different way what they've done with it.
The graphics are gorgeous, but I never really took the time to admire the design and engineering that went behind it all. Props to you for bringing attention to such a niche topic and for explaining it so concisely. Looking forward to future episodes!
For some reason I keep coming back to this video. It’s been several years since my first watch and it still entertains me. Hopefully soon you will make new videos
incredible work not just with the noclip website and reverse engineering nintendo's gfx tech, but also your interactive video editing. the amount of polish here is insane. i wouldn't mind a video on just how you make these videos. technical skill + a knack for presentation is a rare combo and i expect big things from you.
This was so well put together. I understand basic image manipulation, none of the gamedeveloping, but I understood everything with your explanations. Now I can't stop seeing these patterns everywhere tho :D
Great video man :) I'd like to add for viewers, that the displacement map example in the middle of the video is warping the UV coordinates of the texture. In other words, its constantly shifting the texture's position on the geometry. Actual displacement is somewhat different, where the actual vertices get physically moved by some distance encoded in the texture as brightness. In both cases, as well as a myriad of others, we use a black&white texture for these manipulations, and what you call isn't very important
This is unquestionably one of the best put together videos on a subject that could be so complicated if done poorly. This deserves an immediate subscription and I can’t wait for more
It’s fascinating how the GameCube had tech that was inferior in some ways to PS2, inferior entirely to Xbox, but the first party Nintendo games from that gen hold up better than anything else from that timeframe. Nintendo knows how to make timeless games... aside from the N64 age, but everyone had their growing pains then.
@@kiaelinkx I said in some ways though. For some main specs, GameCube had it beat, arguably in ways that are even more obvious today. The limited disc capacity and lack of real online support in most cases on GameCube were real drawbacks though. Today, of course, I would much rather own a GameCube for the single player and local multiplayer experience, overall (between exclusives and superior performance on most multiplaform games.) Or really… a first gen Wii is kinda the way to go. Also, I think GameCube performance has aged better with modern display tech. The graphical drawbacks of PS2 performance, particularly out of control aliasing, has only become more glaring on LCD displays and at higher native resolution. The old tube TVs made it a lot easier for us to really say “I don’t care about graphics” back in the day, when they inherently helped blur the lines (sometimes literally) with some of those problems.
Please do more of these, I'd love to learn how Nintendo makes their games look so good despite their hardware limitations. Some of them never seem to age, which is a huge artistic achievement.
"Is that the Jasper from noclip?" *click* "Hi, I'm Jasper from noclip" Oh shit. Subscribed. To the actual content of the video: This is exceptional. Presentation wise, pacing wise, explanations. Everything. Truly great.
An incredible video. I love hearing people who are passionate about design talk about what makes other people's work so great. I'm excited to see more!
I'm glad this was in my recommended videos. This was interesting as hell. I've been working on 2D game development but this video single handedly inspired me to dabble in 3D modeling. The layered textures alone opens a whole pandoras box of tricks that I didnt know were this simple.
This is awesome. It's explained fantastically, the music choice is great ( you can't go wrong with Mario Galaxy music ). And it was explained very well! I am already looking forward to seeing more of these videos!
Really enjoyed this video. Thank you very much for taking the time to make it, I was always curious about how displacement maps and scrolling textures worked. You explained it well enough that I wasn't distracted or getting bored. Cheers.
Holy cow, this is an awesome video. Can't wait to see even more from you. I was always amazed by the way the gamecube and wii animated water textures, and i never saw other platforms doing it- even in ports of the same game. Thanks for showing exactly how it was done!
Michael `Jasper` Ashworth thanks, that would be great! Your video was incredibly enlightening, even for someone already well versed in 3D graphics. Thanks a lot for the hard work
As someone studying Computer Animation this is so so helpful and I'm VERY interested in where this series goes. Please keep it up! This is an awesome concept!
This is so well-presented and put together. I love how you have very clear and detailed visual examples of what you're talking about, it helps so much in getting the points across. Outstanding level of production.
@@alainchristian Sorry, I know that it isn't accurate, but when I first played this level(which was like 2 months ago, I only just got SMG2) I saw the level in the video and I immediately thought "Why do I need a RTX 2070 when a Wii can do this ?" .Now I understand the trick they used though.
@ technically speaking, real-time raytracing is doable on something like the gamecube. However, it would not be possible to maintain the standards of image quality expected of the platform.
@@DAVID-ANDERSON the switch does but that is probably in software not the hardware but i don't know because i have not made a 3d game for the switch and yuzu is not working right
Hey man, this is AWESOME content. I'm an aspiring tech artist trying to learn more of what made my favorite classic games reel me in, and this fits the bill perfectly!
@@JasperRLZ I guess that's smart - that could jeopardize your channel and site. Well just know that your work is incredibly helpful and inspiring for budding game artists and you are so so appreciated!
@@catgode maybe nintendo could argue, that he makes money of their property (levels, gameplay videos, etc.) And the site + videos could be taken down? I don't really know though
"Welcome to the first video of what is hope gonna be a *very long series* -" *immediately subscribes yesyesyes thank you youtube for recommending this video YES
This is amazing. The website you created, your love for Nintendo and the process that goes on behind the scenes. I share the same feelings, subbed and hit the frickin bell.
i find how they used a displacement map for the water so facinating because it seems so obvious, but something id never think of, even though its literally how water works in real life, the water displaces the light, and so water acts as a displacement map over the surface that it it on,
That's how so many things in game development (honestly all kinds of engineering in general) work - they seem obvious in hindsight, but actually thinking of them in the first place is the impressive part.
Nintendo has a deep understanding of art direction and design that many other studios don't have imo. you can have all the tech you want - accurate PBR materials, gajillion poly meshes, dynamic GI, and a deep G-buffer - it's going to look and feel bad if you neglect the basics, like - how much visual noise is in our scenes in the typical camera views, are our scenes readable? do i want a 2K, hyper-detailed texture of the character's coat, that usually makes up a 300x600 set of tris on the screen - meaning all that high-frequency texture information gets filtered and blurred, turning muddy? (let alone under lighting and shadowing). how about when we throw TXAA, screen space effects, motion blur, and depth of field on top of that? TF2 was brilliant at addressing design and readability from the very beginning just like Nintendo - there's a famous design document out there that's a great read. imo, the move towards physically based rendering we see today has caused a huge loss of design focus, at the expense of technology for technology's sake. PBR enables a photogrammetry asset pipeline where art is almost completely cut out of the loop. texture and 3D are captured from real life in one go - photorealism is by default. we're now even seeing the rise of licensed asset libraries like Quixel, where multiple studios might build out their worlds from the same lego set of scanned assets - even more loss of creativity and style. but this pipeline is efficient on the budget compared to an art-focused workflow. in my Onion PBR has the potential to be a powerful democratizing force within gamedev with the time it saves in texture authoring and lighting design, empowering small teams and indie devs. for a fine example of using it in a design-sound way, just look at Mario Odyssey. the whole asset pipeline is PBR, all the materials are PBR. but they put art design first. so the game is readable, it's nice to look at, it pops. there's no hyper detailed roughness or albedo textures. it's simple, super simple. the result is readable blocks of color, materials that light super well and look good across view angles, zoom levels, in motion. every game doesn't have to look like SMO, but for me personally, i'd be a lot more interested in games if we had more games actually attempting style and art direction. i just can't really care about pure photorealism anymore.
finally someone says this. it's awful to see people prefer artless and bloated photorealistic replications over meaningful creative design work rare good youtube comment
For awhile now, I’ve been taking an interest in trying out making a fan game, though i’m preoccupied with more artistic ventures at this point.. You have such a passion for these games and mechanics in programming, it makes me want to delve into programming like this so much more.
I never realized this was what it took to make the textures, I always assumed each scrolling effect was all just one animated surface lmao but,,, this also gets me thinking about how we should learn from this to pay attention to how we detail our games when we make them... h
Omg this is awesome, breaking down game is something I LOVE to watch - its prolly the reason why I keep watching pannen's Mario64 stuff and A button press history or even speedtunning history in general xD I always wondered why the water surface looked like it was going in two directions, sometimes it makes me feel crosseyed the more I stare at it
I'm 30 years old. I grew up on the first Prince of Persia, link to the past, ocarina of time, Mario 64 & the first Mario party, and Golden Eye 64. Life was so much more easy going back then I miss it. Didn't have to worry about mountains of debt, low wage and being unable to afford necessities like shaving cream and untattered shoes.
Greenninja 4448 I don’t think he has anything against it judging by his profile picture and banner. Maybe he just wanted to point it out or something idk
The most amazing thing about this is your fascination and enthusiasm, I love being told and explained anything if the person explaining it is enjoying it as much as you do explaining this
Super interesting, thanks for putting this up. Well presented! Looking forward to your next videos! Indeed the Nintendo games age really well. One other aspect could be that in general the textures are very simple in most Nintendo games. Games with textures that were considered detailed when the games shipped may not age as nicely as those with just basic, almost uniform colors.
amazing looking water in this game
The best was in Starfox Awww
@@toki4139 Starfox What?
@@Pirateyware The water in Starfox Adventure on GC.
7/10; Too much water
I’m drowning in these details
“Nearly 20 years old”
Oh god
*Oh God*
Pikmin turns 20 in 2 years, I can't handle these hard facts...
The GameCube will be closer to the release of the NES than to "now" in a few years. 5 years after that, the same will be true for the Wii.
Honestly, when the Wii U was out, the GCN was considered retro. Now that the Switch is out, why isn't the Wii also considered retro?
@@TheAbsol7448 dont even suggest that
@@pikminman13 Which one?
this is incredible. i watched this yesterday and haven’t been able to stop thinking about it. more of this please!
WHY IS ANTHONY HERE? WHY DOES THIS HAVE SO FEW LIKES?
bruh what ahahahah
Anthony you should do a video on I spent a day with game devs indie or large, I think that would make for a really interesting video.
Omg Anthony! Smosh Nintendo-related videos were the best! So glad to find you here!
Hello Anthony Padilla from AnthonyPadilla.
Nintendo keeping the marketing focus away from graphics is a big part of the key to their longevity. When it comes to visuals, they aim to appear timeless instead of constantly on the cutting edge and it definitely pays off.
It also helps that Nintendo aims to stylize while the competition prefers to aim for realism.
Stylized art styles are longer lived than realistic art styles.
@@redstonewarrior0152you just said what he said, again
@@vuilviezetroepstoep6269rolled a nat 1 in reading comprehension lol
@@redstonewarrior0152Yeah, I agree! ^^ True!
@@Furska.That feels a bit rude
THIS VIDEO IS INCREDIBLE. It cannot be stated enough how amazingly well the editing, presentation, and explainations are done in this video. You've somehow managed to explain a rather complex 3D technique with a beautifully succinct explaination and most importantly a very easy to understand visualization. There are hour long tutorials that don't explain displacement maps as well as this video. These are the perfect videos for 3D artists, hobbyists, and game designers to watch; fun, informative, and well edited. I've used your website before to get inspiration for my own work and it's an absolute joy. I'm so eager for more videos from you because this is 100% the content I crave and I adore your passion and commentary! Thank you!
amen
takes a passionate person to dig so deeply and and explain a concept in this fun way 😀
I just reimplemented most of this video in like an hour. I'm not a graphics guy so these tricks have been eluding me for over a year.
You're a rockstar.
BtheDestroyer yes
If only life was as simple as overlapping textures and displacement maps
tbh
I'd be picking boogers and wearing shoes with velcro until I was in my death bed then
I would have been using all the no clip glitches then
hmmm, let me try this... overlap picture of dad.... scale up... add displacement map... and...
"Hi son! Sorry I took so long to get those cigs, there was a big line at the corner store!"
Actually, it kind of is.
Dude, this reverse engineering of Nintendo's visuals is pure gold. Subscribed.
Eric Rider EXACTLY ME NOWWW!!!!!!!! Aaaaaaaa
Agreed. I always assumed it was magic. And honestly, it almost is. Using such simple tricks to make such gorgeous water just blows my mind.
This video was an amazing watch and interesting the entire way through. Awesome job on this and I'm looking forward to more!
I can tell just by your pfp that you are the guy who uploaded the extended soundtracks of undertale
@@undomielkay i knew they were familiar!
@@undomielkay i really hope people keep pointing this out cuz it makes me laugh each time
Are you the guy that uploaded the so long gay bowser video
Extend the video then, and show us more
i've never thought about how developers make water look like water, this was actually really cool
Hardware limitation made you innovate harder. And i f-ing love it.
LemmeLix hardware limitation? Gamecube is the most powerful console of its generation.
Show Me Your Moves yet it could never calculate all of the surface vectors required for shading like today’s computers can. Some games incorporated shading without the mathematical requirement by what LemmeLix said, innovation. There has been awesome approximations using binary logic for example.
@@showmeyourmoves8551 But this is a 2010 game. WiiU wasn't far off, and Xbox 360 had been around for quite a few years and the software on it went through quite a bit of visual refinement. In the meanwhile, the game had to make do with Gamecube-based graphics hardware which first was released 9 years prior, merely clocked 1.5 times higher.
Siana Gearz im talking about the gamecube games in the video not the galaxy 2
These aren't innovations though. Developers have been using these tricks for ages before this game. Not just Nintendo. This is just knowledge that's been built on by other devs. Pretty sure stuff like this was used all the way back since Turok (albeit in a really basic sense).
TH-cam algorithm please bless this video and recommend it to everyone 😭
Your wish has been granted
From recomendations and I love the vid. Bell has been rung.
hmu if you get it
You realize that the algorithm recommends people what it thinks they’ll watch?
Smash Nerd i would like to thank the youtube gods for hearing my prayers haha
Dominic Go TH-cam did it I got recommended this video
OSHIT YOU'RE THE NOCLIP.WEBSITE GUY :D GOOD TO STUMBLE ON YOU SOMEWHERE ELSE
my exact reaction
same reaction but with a big WHAT scream
same reaction lol
That was a huge plot twist
i feel its not a very good plot twist if it happens 1 minute into the video
textures are underrated, i always have tons of fun messing around with them in photoshop. its kinda like looking at clouds, seeing what a random thing can look like.
Not really, it's just that pixel/vertex shaders are a lot more versatile so it's become standard to use them for layered effects vs. only textures. Of course they are a lot more computationally expensive en-masse than textures, but they also enable, for example, much more realistic looking water (the water in "Sea of Thieves" for example)
This probably explains why the water in Super Mario Sunshine looked so damn realistic compared to everything else at the time.
Nintendo is a bunch of mad geniuses. They make water look better than what everyone else makes on much weaker hardware.
@@vidyaWolf what a meh take to respond with lmaoo.
TheAbsol aside from uncharted 4 yeah pretty much
Actually the Gamecube was pretty impressive hardware compared to other consoles of it's generation. It was actually more powerful than a ps2, but weaker than the original xbox. It's only hindering factor was the disc format it used compared to the other consoles of the time which were using dvd-roms.
@@vidyaWolf Crysis takes a lot of thought, it's just two approaches to make something beautiful. Nintendo relies more on simple tricks paired with a wealth of artistic talent, for a game such as Crysis that wouldn't work within the games setting.
Games such as Crysis back in the day were designed to push rendering to the limit, and it's beautiful in a different way what they've done with it.
This water looks like about what Unreal Tournament had in 1999, what're you fanboying on about?
I really like this. It's very visually appealing - you show, not just tell. Can't wait for more, especially Windwaker!
Yeah, I didn't expect he'd go into actually showing the techniques. Such a great video.
The graphics are gorgeous, but I never really took the time to admire the design and engineering that went behind it all. Props to you for bringing attention to such a niche topic and for explaining it so concisely. Looking forward to future episodes!
Ugh I absolutely love Slimy Spring Galaxy. I’m so glad it has finally been recognized.
SAME MY FAVORITE LOOKING GALAXY/LEVEL EVER!
For some reason I keep coming back to this video. It’s been several years since my first watch and it still entertains me. Hopefully soon you will make new videos
I would legitimately watch an entire series of this man doing this for every level for mario galaxy 1 + 2
I always thought the water in Super Mario Galaxy was absolutely beautiful.
Yo. PLEASE make more of these! I've always wanted a show about the weird techniques in graphic design and game art. Subscribed.
This helped me get a really nice looking water plane in a Blender project without killing my render times, thanks!
incredible work not just with the noclip website and reverse engineering nintendo's gfx tech, but also your interactive video editing. the amount of polish here is insane. i wouldn't mind a video on just how you make these videos. technical skill + a knack for presentation is a rare combo and i expect big things from you.
This is some insanely high quality content; those visuals were beautiful.
This is the first episode? I’m bouta subscribe
Same! But it's already a month without the next episode :(
i too am here due to grumpers. like the video and subscribe ! his website must have been an incredible work load, for which he is clearly passionate.
This was so well put together. I understand basic image manipulation, none of the gamedeveloping, but I understood everything with your explanations. Now I can't stop seeing these patterns everywhere tho :D
Great video man :)
I'd like to add for viewers, that the displacement map example in the middle of the video is warping the UV coordinates of the texture. In other words, its constantly shifting the texture's position on the geometry. Actual displacement is somewhat different, where the actual vertices get physically moved by some distance encoded in the texture as brightness.
In both cases, as well as a myriad of others, we use a black&white texture for these manipulations, and what you call isn't very important
I was a single digit age when Super Mario Galaxy 2 released yet I still feel old finding out its almost 20 lmao
There's still 5 years lol. SMG2 is a 2010 game. I also was in a single digit age when it came out lol.
This is unquestionably one of the best put together videos on a subject that could be so complicated if done poorly. This deserves an immediate subscription and I can’t wait for more
It’s fascinating how the GameCube had tech that was inferior in some ways to PS2, inferior entirely to Xbox, but the first party Nintendo games from that gen hold up better than anything else from that timeframe. Nintendo knows how to make timeless games... aside from the N64 age, but everyone had their growing pains then.
Mario 64 is still playable
gamecube had much better tech than ps2
the mini dvds held it back though
GameCube was far better hardware wise than ps2?
@@kiaelinkx I said in some ways though. For some main specs, GameCube had it beat, arguably in ways that are even more obvious today. The limited disc capacity and lack of real online support in most cases on GameCube were real drawbacks though. Today, of course, I would much rather own a GameCube for the single player and local multiplayer experience, overall (between exclusives and superior performance on most multiplaform games.) Or really… a first gen Wii is kinda the way to go. Also, I think GameCube performance has aged better with modern display tech. The graphical drawbacks of PS2 performance, particularly out of control aliasing, has only become more glaring on LCD displays and at higher native resolution. The old tube TVs made it a lot easier for us to really say “I don’t care about graphics” back in the day, when they inherently helped blur the lines (sometimes literally) with some of those problems.
@@kiaelinkx what? the ps2 was an sfx powerhouse and i would say most ps2 classics aged better than it's contemporaries
TH-cam recommendations are ON POINT! subbed and Bell has been rung.
Please do more of these, I'd love to learn how Nintendo makes their games look so good despite their hardware limitations. Some of them never seem to age, which is a huge artistic achievement.
Botw aged really badly but nintendo wants evry game excdpt mario to look like it
i literally have dreams about the start and end to slimy springs
True optimization, now I see how they managed to make this game run at stable 60fps and looking beautiful
"Is that the Jasper from noclip?"
*click*
"Hi, I'm Jasper from noclip"
Oh shit. Subscribed.
To the actual content of the video: This is exceptional. Presentation wise, pacing wise, explanations. Everything. Truly great.
An incredible video.
I love hearing people who are passionate about design talk about what makes other people's work so great.
I'm excited to see more!
I'm glad this was in my recommended videos. This was interesting as hell. I've been working on 2D game development but this video single handedly inspired me to dabble in 3D modeling. The layered textures alone opens a whole pandoras box of tricks that I didnt know were this simple.
And this video marks the point where Jasper threw a curveball at everyone and suddenly started creating some of the most high effort content
I love when game VFXs are deconstructred. You nailed on this one. Keep them coming.
Wow! Man, Nintendo's artists, designers and engineers are an amazing bunch.
This is awesome. It's explained fantastically, the music choice is great ( you can't go wrong with Mario Galaxy music ). And it was explained very well!
I am already looking forward to seeing more of these videos!
Really enjoyed this video. Thank you very much for taking the time to make it, I was always curious about how displacement maps and scrolling textures worked. You explained it well enough that I wasn't distracted or getting bored. Cheers.
I spent hours on noclip and never knew you were the guy behind it
same dude. Just from hearing that thats an automatic subscription
that website seems really cool, I'm gonna check that out.
As soon as you said “very long series” I subbed lol
Finally someone else who loves the slimy springs galaxys begining lmao
IMO it's pure magic (not just the beginning though :)
I want to see more technical stuff like this! Subscribed.
“And really… soak it all in” nice one 😂
Holy cow, this is an awesome video. Can't wait to see even more from you.
I was always amazed by the way the gamecube and wii animated water textures, and i never saw other platforms doing it- even in ports of the same game. Thanks for showing exactly how it was done!
Can you explain how they managed to make the water look “whiter” near walls, like the foam is piling up
It looks like that's just a part of detail layer 1
Edit: upon closer inspection, I think I may be wrong.
There's a trick to this I didn't explain. I might explain it in a future video, so stay tuned :)
Michael `Jasper` Ashworth thanks, that would be great! Your video was incredibly enlightening, even for someone already well versed in 3D graphics. Thanks a lot for the hard work
I'm guessing it's a separate model or the edges are pre-defined in the texture cordinates
Nope, it's part of the same model and material. I promise I'll cover this properly at some point, but it will require some time to explain fully.
As someone studying Computer Animation this is so so helpful and I'm VERY interested in where this series goes. Please keep it up! This is an awesome concept!
This is so well-presented and put together. I love how you have very clear and detailed visual examples of what you're talking about, it helps so much in getting the points across. Outstanding level of production.
This was an EXCELLENT video, instant sub. I'm thoroughly looking forward to more!
Can't wait for the next episode! You did a fantastic job explaining everything.
Wait...how have I never seen any of this stuff before? This is just about the most epic thing I've ever seen.
I’m excited to see more videos from you. I’m surprised this is only episode 1 actually. Best of luck!
Warning, Michael: Your channel just got Grump Bumped
Ray tracing: exists
Nintendo: I'm going to end this man's whole career
@@alainchristian Sorry, I know that it isn't accurate, but when I first played this level(which was like 2 months ago, I only just got SMG2) I saw the level in the video and I immediately thought "Why do I need a RTX 2070 when a Wii can do this ?" .Now I understand the trick they used though.
@ technically speaking, real-time raytracing is doable on something like the gamecube. However, it would not be possible to maintain the standards of image quality expected of the platform.
@ part of me wants to see a NES do raytraced 3D now
Ray tracing doesn't exsist on consoles. The upcoming PS5 and Xbox Series X would be the first consoles have ray tracing
@@DAVID-ANDERSON the switch does but that is probably in software not the hardware but i don't know because i have not made a 3d game for the switch and yuzu is not working right
Hey man, this is AWESOME content. I'm an aspiring tech artist trying to learn more of what made my favorite classic games reel me in, and this fits the bill perfectly!
This is so great ! As a 3D animation student, I can say that you explain things very clearly and helpfully.
This was one of the most fascinating videos about in game art design I have ever seen, seriously keep it up!
Between this video and your website... um, can I give you money? I really want to give you money
I do not accept donations.
@@JasperRLZ I guess that's smart - that could jeopardize your channel and site. Well just know that your work is incredibly helpful and inspiring for budding game artists and you are so so appreciated!
@@mjordan072 How exactly would donations jeopardize his work? Curious, because I don't really know... why.
@@catgode maybe nintendo could argue, that he makes money of their property (levels, gameplay videos, etc.) And the site + videos could be taken down? I don't really know though
@@evaderxx117 Knowing Nintendo, if this all blew up big enough, I wouldn't be surprised to see something like that
this is such a high quality video and i’m so so so happy that you made this. i really appreciate this video.
"Welcome to the first video of what is hope gonna be a *very long series* -"
*immediately subscribes
yesyesyes thank you youtube for recommending this video YES
1:01 You own noclip,website!?
It’s in the video description, so why not?
This is amazing. The website you created, your love for Nintendo and the process that goes on behind the scenes. I share the same feelings, subbed and hit the frickin bell.
i find how they used a displacement map for the water so facinating because it seems so obvious, but something id never think of, even though its literally how water works in real life, the water displaces the light, and so water acts as a displacement map over the surface that it it on,
That's how so many things in game development (honestly all kinds of engineering in general) work - they seem obvious in hindsight, but actually thinking of them in the first place is the impressive part.
I swear the wster in Galaxy 2 is the most beautiful looking Water i've seen in a Mario game, it looks absolutely gorgeous
I checked out the noclip site and oh man I fell in love immediately.
This video was so interesting that I cannot describe it. Let me try it in one word, Subscribed
Grumps fan here and now a Jasper fan! This is great.
I’m building a retro game engine and this is a genuinely amazing insight, great video!
Grump Bump. Great video dude!
fascinating ! thank you for putting this together, it was very interesting :) very impatient to learn more !
I'M STILL WAITING THE SEQUEL OF THAT SERIE 😭
You are about to be very happy.
Sadly, the Galaxy series is where Nintendo decided to copy Valve and probably never make a third installment
Pensiveface ;-;
Nintendo has a deep understanding of art direction and design that many other studios don't have imo. you can have all the tech you want - accurate PBR materials, gajillion poly meshes, dynamic GI, and a deep G-buffer - it's going to look and feel bad if you neglect the basics, like - how much visual noise is in our scenes in the typical camera views, are our scenes readable? do i want a 2K, hyper-detailed texture of the character's coat, that usually makes up a 300x600 set of tris on the screen - meaning all that high-frequency texture information gets filtered and blurred, turning muddy? (let alone under lighting and shadowing). how about when we throw TXAA, screen space effects, motion blur, and depth of field on top of that? TF2 was brilliant at addressing design and readability from the very beginning just like Nintendo - there's a famous design document out there that's a great read.
imo, the move towards physically based rendering we see today has caused a huge loss of design focus, at the expense of technology for technology's sake. PBR enables a photogrammetry asset pipeline where art is almost completely cut out of the loop. texture and 3D are captured from real life in one go - photorealism is by default. we're now even seeing the rise of licensed asset libraries like Quixel, where multiple studios might build out their worlds from the same lego set of scanned assets - even more loss of creativity and style. but this pipeline is efficient on the budget compared to an art-focused workflow.
in my Onion PBR has the potential to be a powerful democratizing force within gamedev with the time it saves in texture authoring and lighting design, empowering small teams and indie devs. for a fine example of using it in a design-sound way, just look at Mario Odyssey. the whole asset pipeline is PBR, all the materials are PBR. but they put art design first. so the game is readable, it's nice to look at, it pops. there's no hyper detailed roughness or albedo textures. it's simple, super simple. the result is readable blocks of color, materials that light super well and look good across view angles, zoom levels, in motion. every game doesn't have to look like SMO, but for me personally, i'd be a lot more interested in games if we had more games actually attempting style and art direction. i just can't really care about pure photorealism anymore.
finally someone says this. it's awful to see people prefer artless and bloated photorealistic replications over meaningful creative design work
rare good youtube comment
Your website is insane... actually at a loss of words never thought anyone would come up with something like this.
This is one of my favorite videos on TH-cam
For awhile now, I’ve been taking an interest in trying out making a fan game, though i’m preoccupied with more artistic ventures at this point.. You have such a passion for these games and mechanics in programming, it makes me want to delve into programming like this so much more.
I now *finally* understand displacement maps! Thank you!
I never realized this was what it took to make the textures, I always assumed each scrolling effect was all just one animated surface lmao
but,,, this also gets me thinking about how we should learn from this to pay attention to how we detail our games when we make them... h
h
This is the fastest a 14-minute video has gone for me in a LONG time. Amazing and detailed, yet simple enough to understand immediately!
Omg this is awesome, breaking down game is something I LOVE to watch - its prolly the reason why I keep watching pannen's Mario64 stuff and A button press history or even speedtunning history in general xD I always wondered why the water surface looked like it was going in two directions, sometimes it makes me feel crosseyed the more I stare at it
This was super cool glad youtube continued to recomend it to me
I'm 30 years old. I grew up on the first Prince of Persia, link to the past, ocarina of time, Mario 64 & the first Mario party, and Golden Eye 64. Life was so much more easy going back then I miss it. Didn't have to worry about mountains of debt, low wage and being unable to afford necessities like shaving cream and untattered shoes.
Great explanations, can't wait to see more episodes.
Galaxy 1 and 2 bring back so many good memories...
Instant sub, you’re expanding the simplest yet most beautiful games ever made-
Thank you
wait, you're the guy who made noclip.website? that's awesome!
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What’s wrong with anime
Greenninja 4448 I don’t think he has anything against it judging by his profile picture and banner. Maybe he just wanted to point it out or something idk
“I don’t think it’s a big secret that Nintendo games aged well.”
Twilight Princess: 👁👄👁
noclip.website is too good for us, we don't deserve such amazing tool..
The most amazing thing about this is your fascination and enthusiasm, I love being told and explained anything if the person explaining it is enjoying it as much as you do explaining this
Now, this is something I love to see right as I start my 3D texture classes.
okay SOMETHING mario sunshine. the water, the ink? something!!!
Super interesting, thanks for putting this up. Well presented! Looking forward to your next videos!
Indeed the Nintendo games age really well. One other aspect could be that in general the textures are very simple in most Nintendo games. Games with textures that were considered detailed when the games shipped may not age as nicely as those with just basic, almost uniform colors.
"Welcome to the first video in what is hopefully a VERY long series"
Well. That's me subscribed, then
aaaaaaand he's gone. Hasn't made a video since!
he came back
Metroid prime is over 21 years old and still looks amazing
Super mario galaxy 2 is the first nintendo game I managed to complete 100% back in the "golden age"