one thing that makes depth of field look good is to also apply the effect to things really close to the camera. so use the difference between the character's depth and the pixel depth instead of just the raw depth buffer value for it. might look good
yep, the effect is stronger closer to the camera as well, so you really notice it there, though that's a property of lenses, and this isn't exactly using lens physics.
might make sense to use different effects, if going fancy, though e.g. if it's too close, it's painting-like, and too far, it's jpeg or too close, is over-sharpened, and too far, is blur
I just realized who you were after posting this comment and I needed to stay I still listen to Fleur every so often, and I havent seen your work since around that time. You've come really far!! Love what you're doing
It's kind of ironic how compression artifacts can actually make something look more realistic. If you take any video game that looks *almost* real and run it through youtube at 240p or 144p, it looks like a real recording. You can do this on FS2020 videos pretty easily. Adding scuff sells. That's why I use a composite stack in blender that involves adding image sensor noise (color and blotching), a little gaussian blur, bloom and glare, and sometimes a smidge of chromatic aberration.
Can't think of 2000's stuff without thinking of games and their extreme shadow contrast with crisp sharp artificial edges, when they had perfect vertex shadows no matter the distance
@@thegroupofreptiles6823 And early splinter cells and escape from butcher bay, they make a really perfect mood with them for the types of games they are just like Doom 3 is able to. I remember the promo videos for dynasty warriors 6 had that too but it looked bad in that game, on release the graphics were massively toned down and no more stencil shadows (actually looking now, it appers in some scenes there are stencil shadows but not all).
Have you considered something like a dithering effect? I remember this existing on digital images in the Y2K era where some formats didn't have full range of colors, and would use dithering to give it the appearance of more colors. Perhaps as distance increases, you can do the same color banding as show in the video and apply dithering. Floyd-Steinberg dithering algorithm seems to give it that Y2K feel the most as it was commonly used (still is for GIFs)
Other effect ideas: * doppler shift the colors when you move * If you don't move for like a full minute or something, use the cheap old deepdream model and 2015 AI-ify it * Scrubjay mode: all trees are slash pines, all ground is sandy limestone, all shrubs are cabbage palm
Thanks for watching! Didn't expect this devlog to get picked up by the algo, Kitten Burst is in Early Access right now if you want to check it out or wishlist it! I'm planning to release the full game this winter 2023/24! BTW, I'm getting a ton of comments about making closer objects blurry as well to sell the DOF. I do have that in some of the effects (It's just an additional inverted depth mask) I just didn't talk about it in this video. Most of the music is from the Kitten Burst OSTs: - 0:00 Stasis Array - 0:30 Anemoi Station - 0:50 Spider-Man 2: The Game Pizza Theme (this one is not in the Kitten Burst OST) - 1:12 Chaos Butterfly - 2:15 (secret unreleased song) - 3:30 Geodesic - 3:54 Dogfight - 4:32 Arbormyth
Your videos are always such a pleasant surprise. My heart goes out to the animators who made Across the Spider-verse. Management made them crunch to a ridiculous degree.
It's wild to me that the animators were interviewed celebrating the release and then realized "oh yeah we have another to make by spring next year. That's not happening" and then it gets delayed. No shit, to get release dates that close together you'd either have to make both movies simultaneously or make one movie, then either let it sit on a shelf or be marginally polished for a year.
if you're a fan of stuff like that, I found a channel called "lolratz" by accident, they make music & create art for it with a similar aesthetic, albeit a little darker.
“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film, of bleached-out black and white, is the excitement of witnessing events too momentous for the medium assigned to record them.” -Brian Eno
I always think of the rainbow compression artifacts on old source textures when I think of 2000s games. You'll know what I mean if you stare close at stuff in gmod. You can't unsee it once you notice, it's like everything is covered in a very thin oil slick
I love your work so much, and this is just perfectly you! Such an awesome way to use the depth buffer. When I saw some of your initial tweets about this I just exclaimed "Of course!"
Oh wow, I hadn't considered applying visual anomalies according to a depth buffer. Really clever idea! And I love the effect of it intensifying on impact and then gradually easing back off. I wonder what other effects could sell the 2000's feel? My mind wanders to really low-framerate GIFs people would make of movies and TV shows. Color compressed, heavily pixelated, and a chunky low framerate on your distant objects might look interesting. Or frustrating.
@@Buugipopuuyou might be able to cheat a bit by only doing a few layers that are factors of the main framerate, like animation on 2s or 4s so if the foreground is 60fps the middle distance is 30 and the background is 15. this would still be a nightmare to work out though, i’m sure.
This is not my medium at all, I’m an audio person, but damn does this look fun. It reminds me of all the infinite possibilities in sound and textures you can get from synthesis and sound design. Very cool stuff!
That paint stroke filter actually looks INCREDIBLE, nice work man. It's definitely odd and I'm sure I won't ever see it anywhere again, but it makes me happy.
One of my favorite things in post-electronic creativity is that we have so many opportunities to plug things into each other in ways they weren’t intended. Using a depth map to control parameters besides depth of field is so simple but so brilliantly effective.
Have you seen Gravity Rush's approach to distant structures? It kinda makes stuff look like a water color painting with ink linework the further away you get
I have a few more effect ideas: 1. Monochrome: Loses saturation the further away 2. Colour bit-depth: Forces the image to be represented with fewer colours the further away, eventually being black/white 3. Hue-offset: offsets the hue by some amount of degrees up to 180 based on distance making the furthest away objects appear in the complmentary colour of what they'd usually be.
Undoubtedly one of the coolest effects I've seen ever, I just have to find some way to work video compression into something I create now, also that last segment spoke to the horror love in my SOUL genuinely beautiful and terrifying
It’s so amazing to see other artist follow the path of artifact art. I’ve been playing w looping jpeg compression as a means of stylizing photography and videos. Artifact art is the future
Super cool! I've dipped my toes into shaders and post-processing in Godot and it's so cool to see how absurdly powerful they can be. Valve's water tech is the peak ofc, and this is also incredibly cool. Subscribed!
3:35 The aesthetic of everything looking more like a painting looks almost like heat waves to me. Would look really cool in a desert type theme to really add intensity to the heat!
This is really cool! I never noticed how changing the effects to communicate depth of field can attribute to such stylized visuals, nor did I ever really think about it in the first place. Like, the chromatic aberration from Spiderverse I never noticed.
This is so cool! We really need more artists in industries like this that are willing to pull off weird effects and experiment a bit more. Variety is really what makes some mediums more special and exciting, even if it narrows the demographic that is willing to approach your individual piece.
Idk why I got recommended this, but it was fascinating to watch, the jpeg compression was startlingly nostalgic, and the camera swivel reveal on the 3d glasses was pure comedy gold (also, hats as selectors for filters is great) Glad i clicked! Here's a comment for the 'rithm
it's such a pretty and distinct look overall that sets the look of the game apart from anything else I've seen cranking those dials has so much potential for visual expression of emotion and character
What a great devlog! I really like all the different effects. Reminds me a little bit of how compression effects are used in those found-footage horror films. An idea for a glasses effect: You know when the skybox was missing in Gmod and everything prints an image across the sky? Or when Windows glitched out and your mouse and everything it dragged left a million copies behind? Something like that.
After seeing that final montage, in my opinion, you have nailed what you were aiming for. Seems super finicky but if tuned right, could be a really cool aesthetic for a game.
Applying a shader effect whose amount is controlled vy the Z-Buffer is a FANTASTIC idea that i had somehow never thought about. I partovikar think thia could be cool in games that feature paintes-styled cell shading done at post-processing. Since we could make the painting more loose, or splattery or just implied the further from the camera we are. Since well, thats how real paintings work! I might explore this idea a little bit, its very simple, but very clever
I find this whole concept honestly really inspired. I'm sure there's all sorts of applications for such an effect in the growing niche of "retro-styled strange cyberspace experience games". My first thoughts go to "man, this would be an awesome effect for exploring a decaying digital space", like a dead or haunted game sort of vibe.
I think you did an incredible job. For juuust a second when it cut to the video at 5:25 My brain assumed it was camera footage. Also every effect you made looks super cool. Seems really fun to play around with.
its super interesting and jpeg compression is absolutely the artifact of our generation, accurately recreating it is something i respect a lot. This is also all terrible to look at, especially in motion. Excited to see your game when its done 👍
This is super interesting. The glitch art is really awesome. I can see someone using it in a very atmosperic game. Or a horror game, that would work really well too. Thanks for showing us these!
this is really cool and really makes me want to play your game! love seeing experimental stuff like this, these effects are really cool and atmospheric
That drum and bass track near the end when you showed off some of the glitch-art-esque results really fits the y2k era video game dnb style. I hope I'm not the only one who noticed that.
These effects are very cool and creative! The main problem I see is that the depth map seems to act as a mask (how much do you see the “bad” image), rather than affecting the effect itself (how “bad” is the image). I think the pixelation effect would look really cool if the pixel grid size was on a gradient like this!
that looks pretty cool. IIRC a couple of months ago KSP2's volume clouds were doing a similar effect to that pixel art thing, just taking chunks out of anything in the foreground, but they fixed them to look more... real looking recently. Pretty weird feeling though having part of the world just ignoring how everything looks though.
You're probably the most underrated person on all of youtube, I didn't even realize it was you at first when I watched this randomly recommended video until I disabled fullscreen and saw your name! I watched your horoscope videos as they released and still listen to your music
I went on a binge trying to read up on JPEG compression for a similar shader and I'm glad you offered a much simpler solution to do essentially the same thing.
The only idea I have for an interesting effect would be the redshift phenomena or some wacky warped version of it. This video was a wonderful showcase of stacking random weird stuff which I love.
Also: what would you call the genre of music at 4:30? I am not a huge fan of most synth type stuff, but this type of thing is my absolute JAM. I have always just know it as Bomberman music since that was my first exposure to it.
This is like a mile over my head, but really cool. I'm not sure that Kitten Burst is my type of game, but I will give the demo a shot. I really miss your deepstyle streams, and my deluxe horoscopes.
Theres a shader on Reshade. LSD, and if you combine it with multiple instances of a visual distorting wavy effect. Then its cool 3 directional spatial distortions and constant colorshifting over everything. Idk what pack it might be in. I actually asked them to make the LSD one lol. Red green blue, adjustable rate of change and scope of change. Another cool effect is using modified lens flares for gold chains and stuff.
As soon as I saw the video title, my first thought was to hook up saturation and contrast to the depth buffer. The further away something is, the more Sin City it gets. I can imagine that creating a cool atmosphere in a busy city environment, especially, emphasizing how quickly people and things outside of your personal space turn into background noise... A spotlight of warmth that only touches the things immediately around you. Compression on collision is a really cool application of the idea! Reminds me of how it looks when you crash an FPV drone.
This is a really creative idea, especially the specific use case after slamming into a wall. The oil painting DoF effect also reminds me a lot of Skyward Sword (at least in concept, if not its specific implementation).
I think these effects could be really cool for a boss fight, where the boss uses these compression effects to distort the appearance of his attacks and make them harder to telegraph if you dont know what you are looking for, or just general post processing effects for that matter, like a homing missile attack with incredibly harsh blur that begins encompassing the entire screen but quickly shrinks down to encompassing only the area around the missile, rewarding players for staying further away and waiting for the image to "process" to see where the missile actually is.
Such a great idea for a depth-of-field effect. I look forward to Twitch streamers getting people complaining about crappy compression on their stream chats. Incidentally, post-processed stereo was a pretty common way to support 3D glasses on the Playstation 3 (among the few games that supported 3D TVs, anyway).
Love this approach, great video I’ve been working on a similar effect for live video processing and still images, but instead of using it as depth of field in a 3D environment, I’m trying to replicate that thing that Rembrandt used to do, when he painted the darker areas of the image and the ones that had less importance more blurry, and the brighter ones and the ones that he wanted your eye to go to more sharp and detailed. In this case instead of blurriness it’s different types of compression and pixelation layered. Your game looks amazing and you’re nailing that y2k look, I’ll love to see more on this! Keep up the good work 💋
this reminds me a lot of the new "old playstation vibe" games like Puppet Combo games, but in my opinion this effect has far more potential. Really cool!
I tried to convert depth of field to pixelisation in blender month ago, still very interesting to see how you done it on unreal engine, not even talking about the video compression shader you did, truly brilliant
I'm new to your channel, I think you are one of the few people that really understands the Y2K style for a game, you nailed it pretty good, I'm really looking forward to all this work you're doing, keep the good work going bro :)
Really awesome idea! One thing to note about the quantization step of jpeg compression is that it is not just getting rid of the higher frequencies (i.e. blurring) but actually rounding them to a smaller set of possible values. You might be able to achieve something like it by doing some sort of blur, and then quantizing the difference. That being said, probably no one would notice the difference.
I know I'm really late to this video but I just now discovered it and I absolutely love the look of this game! Very interesting in trying it out. As for some possible glasses or hat effect suggestions, here's a few I just thought of. Instead of the DOF getting blurry... 1: It turns into ASCII art. 2: It becomes crystalized or has that bathroom shower door effect. 3: It becomes wavey like the Super Mario Sunshine heat effect. 4: The contrast or saturation go way down. 5: It becomes dithered like the PS1 effect. Similar to the pixelated effect but the blocks are smaller. 6: It looks like the surface of water. The best example I have of this is there's this PS2 game called Splashdown that has this awesome water ripple effect on the menu screen when you jump from option to option.
Really cool effects on display here. Any one of these filters could give a game a totally distinct artstyle all on its own.
Totally agree! So many good ones
one thing that makes depth of field look good is to also apply the effect to things really close to the camera. so use the difference between the character's depth and the pixel depth instead of just the raw depth buffer value for it. might look good
I was going to say, be nice if that dof effect would shift based on where the character/camera is looking or how fast they are moving.
i was thinking this but i didnt know what words to use
yep, the effect is stronger closer to the camera as well, so you really notice it there, though that's a property of lenses, and this isn't exactly using lens physics.
@@ZiRR0 let me know when it occurs to you while im ripping any one of these verses diverse as you
might make sense to use different effects, if going fancy, though
e.g. if it's too close, it's painting-like, and too far, it's jpeg
or too close, is over-sharpened, and too far, is blur
The Legend of Zelda: Skyward Sword uses a depth of field tessellation effect to resemble the appearance of a painting and it's absolutely gorgeous.
agreed. Skyward Sword has the best art direction in the whole series imo.
@@billyblueberrygroose
@@billyblueberryThe watercolour aesthetic is so pretty
@@billyblueberry I love the look and feel of Skyward Sword
It's a very simple version of the Kuwahara filter.
Simply put, pixels blur together with nearby pixels that have a similar colour.
the JPEG style compression made the plants look almost photoreal. That was really cool
I just realized who you were after posting this comment and I needed to stay I still listen to Fleur every so often, and I havent seen your work since around that time. You've come really far!! Love what you're doing
It's kind of ironic how compression artifacts can actually make something look more realistic. If you take any video game that looks *almost* real and run it through youtube at 240p or 144p, it looks like a real recording. You can do this on FS2020 videos pretty easily.
Adding scuff sells. That's why I use a composite stack in blender that involves adding image sensor noise (color and blotching), a little gaussian blur, bloom and glare, and sometimes a smidge of chromatic aberration.
@@DarkSwordsmanthat’s a really good idea, do you have a tutorial on that?
@@claytonharting9899 I am also interested.
I think that is why every game always looked "so real" when compared to the generation before until the differences were not that dramatic.
Can't think of 2000's stuff without thinking of games and their extreme shadow contrast with crisp sharp artificial edges, when they had perfect vertex shadows no matter the distance
You're thinking of stencil shadows, doom 3 uses them a lot
@@thegroupofreptiles6823 And early splinter cells and escape from butcher bay, they make a really perfect mood with them for the types of games they are just like Doom 3 is able to. I remember the promo videos for dynasty warriors 6 had that too but it looked bad in that game, on release the graphics were massively toned down and no more stencil shadows (actually looking now, it appers in some scenes there are stencil shadows but not all).
@@Bozebo tbh I preferred them to what came after where shadows often looked pixelly
Breakcore/jungle/dnb artists just found their next visualizer platform for their songs lol. All in all this is really damn cool.
Mental illness enthusiasts
Have you considered something like a dithering effect? I remember this existing on digital images in the Y2K era where some formats didn't have full range of colors, and would use dithering to give it the appearance of more colors. Perhaps as distance increases, you can do the same color banding as show in the video and apply dithering. Floyd-Steinberg dithering algorithm seems to give it that Y2K feel the most as it was commonly used (still is for GIFs)
this,isa good idea
Ordered dithering is less Y2K but also looks really cool
Yeah I think GIF dithering would look just as nice and be less harsh on the eyes
The game Return of the Obra Dinn uses the dithering aesthetic perfectly.
Other effect ideas:
* doppler shift the colors when you move
* If you don't move for like a full minute or something, use the cheap old deepdream model and 2015 AI-ify it
* Scrubjay mode: all trees are slash pines, all ground is sandy limestone, all shrubs are cabbage palm
I love the Doppler shift idea
I love the Google deepdream idea
@@richtigmann1It's been done.
Supposedly, doppler shifting of colors would happen IRL if you are traveling really close to the speed of light.
link?
this was something I'd been thinking about doing, really cool to see it in action
i literally thought this was an acerola video at first xD
Thanks for watching! Didn't expect this devlog to get picked up by the algo, Kitten Burst is in Early Access right now if you want to check it out or wishlist it! I'm planning to release the full game this winter 2023/24!
BTW, I'm getting a ton of comments about making closer objects blurry as well to sell the DOF. I do have that in some of the effects (It's just an additional inverted depth mask) I just didn't talk about it in this video.
Most of the music is from the Kitten Burst OSTs:
- 0:00 Stasis Array
- 0:30 Anemoi Station
- 0:50 Spider-Man 2: The Game Pizza Theme (this one is not in the Kitten Burst OST)
- 1:12 Chaos Butterfly
- 2:15 (secret unreleased song)
- 3:30 Geodesic
- 3:54 Dogfight
- 4:32 Arbormyth
i think a whole game in that black and white effect would be dope
What if you put all depth of field effects all in one
the OST sounds awesome :3 it reminds me alot of Nanoray
all these ost songs are amazing! i fell in love with arbormyth instantly :>
I thank the yt algorithm for leading me here, and also thank you for sharing something this awesome with us!
Your videos are always such a pleasant surprise.
My heart goes out to the animators who made Across the Spider-verse. Management made them crunch to a ridiculous degree.
It's wild to me that the animators were interviewed celebrating the release and then realized "oh yeah we have another to make by spring next year. That's not happening" and then it gets delayed. No shit, to get release dates that close together you'd either have to make both movies simultaneously or make one movie, then either let it sit on a shelf or be marginally polished for a year.
im obsessed with the effects at 4:34. i didnt even know about this type of aesthetic but im so mesmerized by it
if you're a fan of stuff like that, I found a channel called "lolratz" by accident, they make music & create art for it with a similar aesthetic, albeit a little darker.
Glitchcore maybe?
this is really cool, i love how when engineers overcome artistic limitations and then artists say "wait, no, give it back"
You just invented the demo scene.
“Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as soon as they can be avoided. It’s the sound of failure: so much modern art is the sound of things going out of control, of a medium pushing to its limits and breaking apart. The distorted guitar sound is the sound of something too loud for the medium supposed to carry it. The blues singer with the cracked voice is the sound of an emotional cry too powerful for the throat that releases it. The excitement of grainy film, of bleached-out black and white, is the excitement of witnessing events too momentous for the medium assigned to record them.” -Brian Eno
I always think of the rainbow compression artifacts on old source textures when I think of 2000s games. You'll know what I mean if you stare close at stuff in gmod. You can't unsee it once you notice, it's like everything is covered in a very thin oil slick
I love your work so much, and this is just perfectly you! Such an awesome way to use the depth buffer. When I saw some of your initial tweets about this I just exclaimed "Of course!"
@@Hexablu ⬡
Oh wow, I hadn't considered applying visual anomalies according to a depth buffer. Really clever idea! And I love the effect of it intensifying on impact and then gradually easing back off. I wonder what other effects could sell the 2000's feel? My mind wanders to really low-framerate GIFs people would make of movies and TV shows. Color compressed, heavily pixelated, and a chunky low framerate on your distant objects might look interesting. Or frustrating.
Lower the framerate with depth, you say? (ironically this would probably end up massively increasing the number of frames you'd have to render.)
@@Buugipopuuyou might be able to cheat a bit by only doing a few layers that are factors of the main framerate, like animation on 2s or 4s so if the foreground is 60fps the middle distance is 30 and the background is 15. this would still be a nightmare to work out though, i’m sure.
This is not my medium at all, I’m an audio person, but damn does this look fun. It reminds me of all the infinite possibilities in sound and textures you can get from synthesis and sound design. Very cool stuff!
That paint stroke filter actually looks INCREDIBLE, nice work man. It's definitely odd and I'm sure I won't ever see it anywhere again, but it makes me happy.
One of my favorite things in post-electronic creativity is that we have so many opportunities to plug things into each other in ways they weren’t intended. Using a depth map to control parameters besides depth of field is so simple but so brilliantly effective.
Have you seen Gravity Rush's approach to distant structures? It kinda makes stuff look like a water color painting with ink linework the further away you get
I REALLY would love Gravity Rush 2 on PC. Imagine it in HD at 60-144+fps...
@@ryo-kai8587 😭😭😭😭 man I wish
I have a few more effect ideas:
1. Monochrome: Loses saturation the further away
2. Colour bit-depth: Forces the image to be represented with fewer colours the further away, eventually being black/white
3. Hue-offset: offsets the hue by some amount of degrees up to 180 based on distance making the furthest away objects appear in the complmentary colour of what they'd usually be.
Undoubtedly one of the coolest effects I've seen ever, I just have to find some way to work video compression into something I create now, also that last segment spoke to the horror love in my SOUL genuinely beautiful and terrifying
It’s so amazing to see other artist follow the path of artifact art. I’ve been playing w looping jpeg compression as a means of stylizing photography and videos. Artifact art is the future
I cannot get over your music in these; its absolutely incredible. Great job!
Super cool! I've dipped my toes into shaders and post-processing in Godot and it's so cool to see how absurdly powerful they can be. Valve's water tech is the peak ofc, and this is also incredibly cool. Subscribed!
I need to know how they did the water in the new Overpass CS2 map it's like 20 shaders in one!
3:35 The aesthetic of everything looking more like a painting looks almost like heat waves to me. Would look really cool in a desert type theme to really add intensity to the heat!
I love you for making the UI at 4:18 look the way it does, I miss skeuomorphic design like that...
This is really cool! I never noticed how changing the effects to communicate depth of field can attribute to such stylized visuals, nor did I ever really think about it in the first place. Like, the chromatic aberration from Spiderverse I never noticed.
The thought of making the effects different glasses is genius
The fact that you keep these experiments as hats is just so really cool I love it
This is so cool! We really need more artists in industries like this that are willing to pull off weird effects and experiment a bit more. Variety is really what makes some mediums more special and exciting, even if it narrows the demographic that is willing to approach your individual piece.
Idk why I got recommended this, but it was fascinating to watch, the jpeg compression was startlingly nostalgic, and the camera swivel reveal on the 3d glasses was pure comedy gold (also, hats as selectors for filters is great)
Glad i clicked! Here's a comment for the 'rithm
this is so sick. especially love that glitch art at the end. can't wait to try on the hats 😎
it's such a pretty and distinct look overall that sets the look of the game apart from anything else I've seen
cranking those dials has so much potential for visual expression of emotion and character
What a great devlog! I really like all the different effects. Reminds me a little bit of how compression effects are used in those found-footage horror films.
An idea for a glasses effect: You know when the skybox was missing in Gmod and everything prints an image across the sky? Or when Windows glitched out and your mouse and everything it dragged left a million copies behind? Something like that.
I believe that's called a Hall of Mirrors effect.
It took me a while to find that term
i want every single frame of this video as a poster, wow. incredible work
These come across way better than they did on twitter. Really cool stuff
After seeing that final montage, in my opinion, you have nailed what you were aiming for. Seems super finicky but if tuned right, could be a really cool aesthetic for a game.
Why are you sampling nearby pixels? Use the depth buffer to mask the kernel, it will look much nicer.
Applying a shader effect whose amount is controlled vy the Z-Buffer is a FANTASTIC idea that i had somehow never thought about. I partovikar think thia could be cool in games that feature paintes-styled cell shading done at post-processing. Since we could make the painting more loose, or splattery or just implied the further from the camera we are. Since well, thats how real paintings work! I might explore this idea a little bit, its very simple, but very clever
Reminds me of the cruise level in Broken Reality, specifically indoor sections. so great seeing your channel grow after so long.
I find this whole concept honestly really inspired. I'm sure there's all sorts of applications for such an effect in the growing niche of "retro-styled strange cyberspace experience games". My first thoughts go to "man, this would be an awesome effect for exploring a decaying digital space", like a dead or haunted game sort of vibe.
I think you did an incredible job. For juuust a second when it cut to the video at 5:25 My brain assumed it was camera footage. Also every effect you made looks super cool. Seems really fun to play around with.
Yeah
Yo! This is super artistic. I have so much appreciation for this!
its super interesting and jpeg compression is absolutely the artifact of our generation, accurately recreating it is something i respect a lot. This is also all terrible to look at, especially in motion. Excited to see your game when its done 👍
This is super interesting. The glitch art is really awesome. I can see someone using it in a very atmosperic game. Or a horror game, that would work really well too. Thanks for showing us these!
When you showed the „glitch art” and the music started playing i literally got goosebumps lol. Really cool video, I’m subbing
SAMMMME augh
this is really cool and really makes me want to play your game! love seeing experimental stuff like this, these effects are really cool and atmospheric
3:54 reminds me of the 3d effect that Nintendo 3ds gives
That drum and bass track near the end when you showed off some of the glitch-art-esque results really fits the y2k era video game dnb style. I hope I'm not the only one who noticed that.
JPEG compression depth is so cool. I really hope it becomes popular. You've stumbled upon something big I feel
These effects are very cool and creative! The main problem I see is that the depth map seems to act as a mask (how much do you see the “bad” image), rather than affecting the effect itself (how “bad” is the image). I think the pixelation effect would look really cool if the pixel grid size was on a gradient like this!
have you thought about open sourcing the code for this effect? this is really something special and would be amazing to experiment with and build upon
that looks pretty cool.
IIRC a couple of months ago KSP2's volume clouds were doing a similar effect to that pixel art thing, just taking chunks out of anything in the foreground, but they fixed them to look more... real looking recently. Pretty weird feeling though having part of the world just ignoring how everything looks though.
You're probably the most underrated person on all of youtube, I didn't even realize it was you at first when I watched this randomly recommended video until I disabled fullscreen and saw your name!
I watched your horoscope videos as they released and still listen to your music
I went on a binge trying to read up on JPEG compression for a similar shader and I'm glad you offered a much simpler solution to do essentially the same thing.
y2k is a unique choice for "nostalgia" aesthetics. This looks really neat, captured the style pretty spot on.
The only idea I have for an interesting effect would be the redshift phenomena or some wacky warped version of it. This video was a wonderful showcase of stacking random weird stuff which I love.
Also: what would you call the genre of music at 4:30? I am not a huge fan of most synth type stuff, but this type of thing is my absolute JAM. I have always just know it as Bomberman music since that was my first exposure to it.
Jungle / Drum & Bass / Breakcore should get you on the right track! Those 2000s video game soundtracks are a huge inspiration for the project!
@@Jam2gowhat's the track?
@@sorenkair Arbormyth off the Kitten Burst Part B OST
depth of field is already one of my favorite video game-y effects n this video makes it way more impressive
This is like a mile over my head, but really cool. I'm not sure that Kitten Burst is my type of game, but I will give the demo a shot. I really miss your deepstyle streams, and my deluxe horoscopes.
the painting one is my favorite! it’s so pretty
Theres a shader on Reshade. LSD, and if you combine it with multiple instances of a visual distorting wavy effect. Then its cool 3 directional spatial distortions and constant colorshifting over everything. Idk what pack it might be in. I actually asked them to make the LSD one lol. Red green blue, adjustable rate of change and scope of change. Another cool effect is using modified lens flares for gold chains and stuff.
As soon as I saw the video title, my first thought was to hook up saturation and contrast to the depth buffer. The further away something is, the more Sin City it gets. I can imagine that creating a cool atmosphere in a busy city environment, especially, emphasizing how quickly people and things outside of your personal space turn into background noise... A spotlight of warmth that only touches the things immediately around you.
Compression on collision is a really cool application of the idea! Reminds me of how it looks when you crash an FPV drone.
This is a really creative idea, especially the specific use case after slamming into a wall. The oil painting DoF effect also reminds me a lot of Skyward Sword (at least in concept, if not its specific implementation).
dunno how the algorithm knew I've been thinking about dof alternatives, but I'm stoked that it brought me here. This is super dope!
The artstyle/atmosphere looks amazing
everything further away could start shaking
I wanna watch this but I keep getting distracted by how amazing the music in the video is it's SO GOOD
I don’t even need to watch the video. Unbelievably cool idea. Beautiful, Aesthetic- I support you entirely.
This really blew my mind. Thank you for sharing!
This is amazing!!! Very creative and beautiful visuals
This is super creative. Thanks for sharing! Gonna try the game out for myself this weekend.
I think these effects could be really cool for a boss fight, where the boss uses these compression effects to distort the appearance of his attacks and make them harder to telegraph if you dont know what you are looking for, or just general post processing effects for that matter, like a homing missile attack with incredibly harsh blur that begins encompassing the entire screen but quickly shrinks down to encompassing only the area around the missile, rewarding players for staying further away and waiting for the image to "process" to see where the missile actually is.
Such a great idea for a depth-of-field effect. I look forward to Twitch streamers getting people complaining about crappy compression on their stream chats.
Incidentally, post-processed stereo was a pretty common way to support 3D glasses on the Playstation 3 (among the few games that supported 3D TVs, anyway).
Love this approach, great video
I’ve been working on a similar effect for live video processing and still images, but instead of using it as depth of field in a 3D environment, I’m trying to replicate that thing that Rembrandt used to do, when he painted the darker areas of the image and the ones that had less importance more blurry, and the brighter ones and the ones that he wanted your eye to go to more sharp and detailed. In this case instead of blurriness it’s different types of compression and pixelation layered.
Your game looks amazing and you’re nailing that y2k look, I’ll love to see more on this! Keep up the good work 💋
3rd eye is a pretty good name for the kaleidoscope effect!
Also, nice touch with the 4:3 aspect ratio!
i have really bad eyesight (near-sighted) so the filter is pretty much what I see without glasses. amazing work
This is an insane video, I loved the pacing and the editing and everything oh my god
this reminds me a lot of the new "old playstation vibe" games like Puppet Combo games, but in my opinion this effect has far more potential. Really cool!
I love this concept so much, it’s something that could never happen naturally, but that’s the beauty
SUrprisingly the bitrate held up really well imo
This is absolutely incredible and is so creative. I absolutely love it. Wow
I tried to convert depth of field to pixelisation in blender month ago, still very interesting to see how you done it on unreal engine, not even talking about the video compression shader you did, truly brilliant
I'm new to your channel, I think you are one of the few people that really understands the Y2K style for a game, you nailed it pretty good, I'm really looking forward to all this work you're doing, keep the good work going bro :)
depth ideas, bloom, tv fuzz, maybe a palette fall off (so backgrounds look like fairly odd parents), swirls(further out the more melting)
Now THIS is Media Art!!!! Thank you for your challenge on new styles!!! ❤❤❤
This is actually amazing. Really excited to see where you go man!
Love it. I've thought about stuff like this, super cool execution!
Very neat effect! Thank you for sharing your experiment!
Really awesome idea! One thing to note about the quantization step of jpeg compression is that it is not just getting rid of the higher frequencies (i.e. blurring) but actually rounding them to a smaller set of possible values. You might be able to achieve something like it by doing some sort of blur, and then quantizing the difference.
That being said, probably no one would notice the difference.
perfect! I love the glitch effect. That is exactly what I was going to suggest
The fact you used jungle and drum and bass is the cherry on top, thank you for keeping the attention to detail
Really cool! And the sequence at the end gives off really strong cruelty squad vibes for some reason
I know I'm really late to this video but I just now discovered it and I absolutely love the look of this game! Very interesting in trying it out.
As for some possible glasses or hat effect suggestions, here's a few I just thought of.
Instead of the DOF getting blurry...
1: It turns into ASCII art.
2: It becomes crystalized or has that bathroom shower door effect.
3: It becomes wavey like the Super Mario Sunshine heat effect.
4: The contrast or saturation go way down.
5: It becomes dithered like the PS1 effect. Similar to the pixelated effect but the blocks are smaller.
6: It looks like the surface of water.
The best example I have of this is there's this PS2 game called Splashdown that has this awesome water ripple effect on the menu screen when you jump from option to option.
Love this concept, I enjoy when developers or artists use types of digital distortion to enhance experiences.
the whole video in 640 by 480 is such a power move i love it
You are entering the realm of fine art. Congratulations.
The effects are cool n all but hot damn, you nailed the frutiger aero look
this is so cool. really makes game dev-ing look more like an art form