The Evolution of Video Game Graphics Is Complicated

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • The evolution of video game graphics has been a story of progress, stagnation, confusion, and certainty. It is absolutely incredible that we managed to come as far as we did, but even more so when you factor in the obstacles we had to overcome. We've done some pretty great things and had some pretty great ideas, and games look better now than ever because of it. But what's the next step? Where do we go from here? Why do all games look the same? Why aren't graphics getting any better? Is there a point to all this new fancy hardware? To raytracing? To streaming? Truth be told, I have no clue. But I'm certain we won't stop here.
    Special Thanks to Ed Magnin!-------------------------------------------------------------------------------------
    He has been a video game developer for over 40 years, so Ed's your guy for everything gaming history! He is a truly passionate person who was a blast to talk to (our interview was 2 hours long)! And even after all this time, he still finds fun in making small games for mobile devices. Just goes to show, if you're happy with what you do, you'll keep doing it even when you don't have to!
    Check out his website:
    magningames.com/
    Follow him on:
    Facebook - / ed.magnin
    Twitter - / edmagnin
    Quora - www.quora.com/profile/Ed-Magnin
    LinkedIn - / edmagnin
    Inspiration (Why make this video?)------------------------------------------------------------------------------
    Yo! Thanks for watching. I initially came up with the rough idea for this topic sometime in March 2022 after realizing that game graphics really don't push the pace like they used to. I questioned "y tho?" but never really put much thought into it and banished the idea to sit forever in the google drive folder “script ideas”. It wasn't until after I completed an internship in Silicon Valley as Digital Design Hardware Engineer and began my first semester of Graduate School, did I realize how much deeper the issue of slowing game graphics stems, and just how unmistakably tied to hardware it is.
    As I learned more about silicon and digital design, prodded my advisor, and even wrote a technical paper or two, I came to realize, in its entirety, the situation at hand. I decided I had to get this video made. As of recently, I try to stay away from technical speak in my videos, but this topic was just too fun to pass up. If you're looking for a major after you graduate high school, or are considering a return to academia, computer engineering is the way to go if you have the guts to handle a tough degree!
    Check Out This Quick RT Explained Video--------------------------------------------------------
    • What is Ray Tracing?
    Sources-------------------------------------------------------------------------------------------------------------------
    You can find a link to my sources document here:
    docs.google.com/document/d/e/...
    -------------------------------------------------------------------------------------------------------------------------------
    Thanks for watching!
    00:00 The Situation at Hand
    03:29 Graphics BOOTCAMP
    06:35 What Even ARE Graphics?
    22:30 Into The Future Ages
    31:44 Stylism is Human
    34:59 Graphics as Expressionism
    36:15 Outro
  • เกม

ความคิดเห็น • 1.2K

  • @Innocenceii
    @Innocenceii  ปีที่แล้ว +331

    ******_EDIT, PLEASE READ_******
    As a lot of computer scientists/people who work in the industry have pointed out, unfortunately I got 1 fact slightly incorrect about the history of compilers and Cartridges. In hindsight, I'm not sure how I managed to let this one slip through the cracks, but I want to make sure as many people leave with the right information as possible.
    So, compilers were never put onto consumer cartridges. (They were put on developor cartridges though, and that's what Ed was actually echoing in this video). This is because the C language can be compiled then exported to a cartridge separately ( Duh! How'd I forget that!?). However, since compiler technology at the time was so inefficient compared to today, C code compiled into assembly language at the time would still be serveral times the memory size of assembly language coded by hand. (That is true even to this day, compilers/interpreters have gotten ridiculously good at producing optimized code but, in theory, nothing will beat someone who is either crazy enough, stupid enough, or patient enough to do it by hand!) So while compilers themselves weren't put on the cartridges, the cartridge size penalty for using them was still a very much real event that plagued game development for quite some time.
    Sorry for the miscommunication, hope you enjoyed the video nonetheless! Enjoy your day 🙏
    ***********_END EDIT_************
    Yo! Been a while, but hope you guys enjoy this one. This was probably the hardest video I ever had to edit, so hopefully it shows and you guys got a solid 30 minutes out of it! It was also super fascinating to work on, since it hits close to home with respect to my studies. If you haven't already, check the description for more info! Until next time ✌✌

    • @timsmyth7942
      @timsmyth7942 ปีที่แล้ว +5

      you came back with this? all is well again 🫡

    • @LeloucheViBritainia
      @LeloucheViBritainia ปีที่แล้ว +1

      It's seriously been a long time. Glad to see new video

    • @blackslashmail
      @blackslashmail ปีที่แล้ว

      Big ups for sale his video 💜

    • @coolmacatrain9434
      @coolmacatrain9434 ปีที่แล้ว +2

      Graphics not as good in 2022? ... Because this generation of consoles has been designed with 4K, HDR, 120hz & RTX in mind ... and so developers have had to go down that road as well.
      The problem? ... most gamers don't have access to the type of TV's needed to see any of that stuff

    • @mrdadecounty3056
      @mrdadecounty3056 ปีที่แล้ว

      Bro I love all your videos already shared on Twitter bring u more views and subscribers.. you would be someone I can sit down with and have a conversation for hours about tech.

  • @asianime12
    @asianime12 ปีที่แล้ว +755

    Those old school dudes were awesome. they had to grind that hard to make video games. If it weren’t for them we wouldn’t have the games we have today. Crazy hats off to them. 😊

    • @MicrosoftClubxD
      @MicrosoftClubxD ปีที่แล้ว +7

      Yuroichi!

    • @princssnasty
      @princssnasty ปีที่แล้ว +22

      not that it isn’t just as much of a grind to develop games today, but yeah that assembly language shit was wild. loved that guy’s stories

    • @how2pick4name
      @how2pick4name ปีที่แล้ว

      Thanks. lol

    • @darkzeroprojects4245
      @darkzeroprojects4245 ปีที่แล้ว

      I tbh am trying to learn from those old ones.

    • @princssnasty
      @princssnasty ปีที่แล้ว +4

      @@darkzeroprojects4245 why? as jaw-dropping as what they did in their time was, none of that shit’s useful to making games now

  • @imbored1179
    @imbored1179 ปีที่แล้ว +365

    while i always prefer art direction and style over raw graphics, i cant help but fawn over the graphical improvements to games over the years. ghost of tsushima particularly blew my mind back when it came out.

    • @Drstrange3000
      @Drstrange3000 ปีที่แล้ว +65

      The reason that game looks so good is because it IS stylized. It also has some really impressive tricks and technological advances.ents in how it renders it's foilage and details. Still one of the most gorgeous looking games I have played.

    • @stratosphere2323
      @stratosphere2323 ปีที่แล้ว +12

      The PS5 version of Ghost of Tsushima specifically takes the experience to a whole new level. I just recently finished my first playthrough on the PS5 and it was absolutely stunning.

    • @crestofhonor2349
      @crestofhonor2349 ปีที่แล้ว +23

      For me personally graphics and art style have always been one and the same. Art style is part of the graphics and is one factor in what the graphics look like. A realistic game isn’t necessarily graphically superior to a more cartoony or more CG movie like look

    • @fantasyconnect
      @fantasyconnect ปีที่แล้ว +22

      As others have said, you like GoT not because it's graphically impressive, it's not, actually. It has low res low and low poly environments with somewhat more complex character models.
      That's how it loads so quickly in fast travel.
      What the game does have, is a solid understanding of world design and an almost painterly touch to the regional colour schemes. Every area is almost monochromatic. Yellow and brown, off-white and green, purple and earthy tones.
      The wind effects, the light on the grass or on metal etc. The game is masterfully made.

    • @kamay7021
      @kamay7021 ปีที่แล้ว +3

      Ghost of Tsushima looks meh to me

  • @matthuck378
    @matthuck378 ปีที่แล้ว +80

    Photorealism is just one of many art styles/aesthetics. It's also the one that non-artists tend to like the most, and the one that tends to age the worst.

    • @Yuri-xx2gi
      @Yuri-xx2gi ปีที่แล้ว +20

      And the one that makes a game take forever to launch

    • @DragonOfTheMortalKombat
      @DragonOfTheMortalKombat ปีที่แล้ว +8

      Yeah it does age worse because there is so much potential for improvement but photorealism is also the easiest to mod to bring back to life and often the most immersive. Not every game should be photorealistic though.

    • @vogonp4287
      @vogonp4287 3 หลายเดือนก่อน

      ​@@Yuri-xx2gi And cost the most to make.

    • @somaelselino7627
      @somaelselino7627 หลายเดือนก่อน

      Wise words, sir.

  • @PowerUpT
    @PowerUpT ปีที่แล้ว +257

    My thoughts on the matter have always been that people will stop caring about game graphics fidelity in the coming years because it is plateauing. People will then start to care about the artistic integrity of how things look instead of them looking "Realistic", which will be a great thing.
    The funny thing is: there is historical precedence! Back in the olden days of the 80s and early 90s, people always tried to get the best sound possible in games, making voice clips audible past being heavily compressed to fit in games, and trying to get music to sound like actual instruments. Then the day comes where CDs became commonplace, and people were stoked. The SEGA CD led the charge on consoles, CD Audio was on PCs, and eventually the PlayStation cemented CD quality audio as a part of gaming.
    Then the magical part happened: people stopped caring. The sound advancements became so good that it doesn't matter how much sound replicates reality, but rather how artistic sound is uitilied.
    This is what I'm excited for in gaming: For artistry to usurp fidelity, and I believe indies are leading the charge already because of limitations.

    • @jerrodshack7610
      @jerrodshack7610 ปีที่แล้ว +39

      The same thing has already happened to animated films. The trend of ultrarealism has finally been abandoned in favor of much more stylized animation driven by art direction and the type of exaggerated movement only animation can accomplish.

    • @rohitchaoji
      @rohitchaoji ปีที่แล้ว +18

      I like to believe it's kinda like photography. A professional mirror based camera that costs a ton of money will probably give you some really high fidelity and high quality images, but you still need artistry for the photograph to be any interesting. If you don't have a sense of composition, lighting and knowledge of colour treatment in post-processing, no amount of technological leaps will make a mediocre photo look great.

    • @coder0xff
      @coder0xff ปีที่แล้ว +6

      When the focus on technology ends, the focus on gaming begins.

    • @aryantiwari7105
      @aryantiwari7105 ปีที่แล้ว

      What background music are you using ?

    • @LurkingLarper
      @LurkingLarper ปีที่แล้ว +13

      Well put. Nintendo is a good overall example in this since Switch is woefully inferior in hardware specs compared to its competition, yet can run one of the prettiest games ever in Breath of the Wild. Style, artistry and art direction in general have been way more important to me for half a decade than raw graphics alone. I think it's only a question of time before the rest of the industry catches up to that.

  • @henryfleischer404
    @henryfleischer404 ปีที่แล้ว +144

    The advancements in raytracing these last few years have been amazing. In early 2020, A good render in Blender took me hours. Now it takes half an hour.

    • @matthewirizarry8467
      @matthewirizarry8467 ปีที่แล้ว +23

      When i was doing 3d modeling and animation in the early 2000s, a photo realistic render took me 12 or more hours. The idea of raytracing being done in real time at the consumer level is still mind blowing to me.

    • @Jlewismedia
      @Jlewismedia ปีที่แล้ว +4

      I don't think raytracing is the future *Except for baked lighting, like in blender and game engines. Whatever we can do with raytracing in realtime on any future hardware, we will be able to do more than twice as fast with other techniques in realtime.

    • @matthewirizarry8467
      @matthewirizarry8467 ปีที่แล้ว +7

      @@Jlewismedia I dont really get what you're trying to say. Other techniques? Like what? Volumetric lighting? Every game engine i've worked with has been pushing toward something like raytracing, or trying to emulate those results. And they did so by using multiple lighting, texturing, and shadow casting systems and trying to blend them together. Raytracing allows the developer to get rid of all of that in favor of a single all encompassing technology at the hardware level. Any game can have near perfect lighting, on any surface for little to no performance cost and minimal development cost. Raytracing is definitely the future. The only downside it has is market penetration of the chipsets that support it, but that will not be a problem as more manufacturers develop their own raytracing implementations.

    • @Jlewismedia
      @Jlewismedia ปีที่แล้ว +4

      @@matthewirizarry8467 It's a total opinion, I program 3d graphics for work and use unity/unreal/etc.
      Raytracing is super expensive, currently lighting in most games uses something like a direction of light/intensity that is applied to a shader based on it's distance from the source. Usually it's repeated for every single light point or it's baked entirely and no light is actually calculated but sampled from a texture instead. It's a VERY fast method of rendering realtime lighting. Raytracing on a programming level is just way more complex, it's 3d mathematics on top of your shader code.
      UE5's lumen uses signed distance fields (raytacing) but can run on non RTX cards, so that could be the future indeed.
      There is also volumetric/voxel lighting as you mentioned which is usually a mix of the two or some other equation.
      For it to become mainstream we will need enough demand from software to develop the hardware further.
      If that happens and RT keeps being adopted and used then I was wrong and its absolutely possible. But I think something else might pop up along the way that doesn't require dedicated and expansive hardware to render.
      It's also an accessibility thing, if you built your game engine around only rayracing, everyone without a rt card can't play your game. So if that became the norm people on integrated graphics, kids with cheap laptops, etc. would totally be unable to play games on pc.
      But again, it's total opinion it is absolutely possible that raytracing will become the default rendering path at some stage, I just think something else is going to pop up.

    • @temotskipuri3151
      @temotskipuri3151 ปีที่แล้ว

      ​​@@Jlewismedia who cares about kids on cheap laptops lol. That's not the developers problem. The kid (or his parents) just has to buy a better laptop, or if they're that broke, just not game at all.

  • @RamblinRick_
    @RamblinRick_ ปีที่แล้ว +14

    I've been a developer for over 50 years; wrote my first program in HP BASIC in January 1971. I've used about a dozen different languages plus about 8 Assembly languages for different processors. Hadd to use them to write devicce drivers for my first home computer, SWTPC 6800 (circa 1976). I really enjoyed Assembly and C++ the most. Wrote some games for Win 3.1 in C++. Good times...

  • @hemangchauhan2864
    @hemangchauhan2864 ปีที่แล้ว +25

    The thing really like about this is you've actually went out and talked to engineers. You actually went into the technical details to back your arguement.
    Amazing effort, I really hope people get inspired from it.

  • @OdinStarz
    @OdinStarz ปีที่แล้ว +66

    Dude! What a video. From the script, to the history, the editing, and love. As an IT specialist who specialize in software enterprise development , it is crazy to see what the modern languages of code development allows us to do. I reuse code all the time for the software we make and it never dawns on me that that in itself is a privilege to be able to do.
    Anyways, you are highly underrated, and if this is the quality you are looking to push out this year, surely it will pay dividends. Keep up the great work!

  • @EmilianoGonzalez11n6
    @EmilianoGonzalez11n6 ปีที่แล้ว +120

    What a comeback video! I rarely comment on videos but you went above and beyond, from writing to editing. Top tier.

  • @Allplussomeminus
    @Allplussomeminus ปีที่แล้ว +7

    I'll say this: playing 3D platformers in VR is a trip. I played Super Lucky's Tale and couldn't get over how it felt like I was playing in a living toy box.

  • @humanbass
    @humanbass ปีที่แล้ว +48

    My favorite graphics are from the Snes: Yoshi Island. It was actually quite a feat by its time, and looks timeless.

    • @Syngrafer
      @Syngrafer ปีที่แล้ว +6

      If I showed my kid Super Mario World, she wouldn't like it because of the graphics. However, if I showed her Yoshi's Island, she'd love it. A unique art style goes really far.

    • @Anonymous-Wolf
      @Anonymous-Wolf ปีที่แล้ว

      Toy story 2 looks pretty good , I mean yes of course it is low poly but they have nailed the colors and lightings same goes for wwe here comes the pain

    • @promero14
      @promero14 ปีที่แล้ว +2

      WindWaker, BOTW. Thoes games are going to be timeless.

    • @Syngrafer
      @Syngrafer ปีที่แล้ว

      @@promero14 I'd say WW already is. If I was going by graphics alone, I'd much rather re-play WW than TP. I'd say BOTW will be too, but it's still fairly young as a game.

    • @traviscunningham7062
      @traviscunningham7062 4 หลายเดือนก่อน

      Don’t forget Zelda SS. Underrated masterpiece with a beautiful art style.

  • @ChrisSowa
    @ChrisSowa ปีที่แล้ว +134

    There is absolutely no reason a compiler would have to live on the cartridge of old systems. I think your interviewee lead you down a wrong path.
    The compiler lives on the host that is building the ROM which will eventually gets loaded onto your cartridge memory. The compiler is just part of the tool chain that builds the ROM.
    I have a feeling he was trying to say that c-compiled builds were larger compared to something written in ASM completely from scratch. This is because the whole point of the compiler is to interpret your c source code and transform it into machine code, but it takes a lot of liberties getting there.

    • @tablettablete186
      @tablettablete186 ปีที่แล้ว +10

      I was wondering about the same thing, glad I am not the only one!

    • @thethirdtomas
      @thethirdtomas ปีที่แล้ว +2

      So the compiler is stored on the host? How much storage did these old systems have?

    • @DivinuZ
      @DivinuZ ปีที่แล้ว +13

      The compiler is a program on the computer where you write the code and it’s job is to translate (compile) C (or other) code to Assembly code so you don’t have to write the Assembly yourself.
      However, and this was especially true back then, the Assembly a compiler generates typically is more bloated, less efficient and not always aware of CPU specific instructions, compared to what you can produce manually.

    • @steverempel8584
      @steverempel8584 ปีที่แล้ว +11

      I think what they meant is that all the boilerplate code created by the compiler was too big for the cartridge. A huge chunk of code needed for just a "hello world" program, but doesn't really grow from there. Try making a Microsoft word document, with just a blank page and save it. You'll see just a blank page takes up room. It's sort of the same thing with a compiled C program.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p ปีที่แล้ว +1

      on top of that, old systems could be very specific in how they worked, due to limitations, and compilers where still much simpler, so being able to directly direct the hardware was arguably much more important for performance as well

  • @biggnesss7192
    @biggnesss7192 ปีที่แล้ว +79

    Holy shit this might be the best video I've seen in 2 years. Please upload more documentary type videos.

    • @itirix1
      @itirix1 ปีที่แล้ว +1

      It's actually terrible as far as information value goes. So many inaccuracies and even just plain false statements. Editing and presentation is top notch, but man you can't present a semi-scientific topic if you know nothing about it, it seems.

  • @bob_0146
    @bob_0146 ปีที่แล้ว +49

    Great video man. I definitely feel that SSDs in consoles are revolutionary at least in terms of game design, but we have yet to see the results of that as the vast majority of devs are still making cross-gen games.

    • @xfunkypicklex
      @xfunkypicklex ปีที่แล้ว +4

      This is something I would certainly like to see as this generation continues and support for the ps4 and xbone platforms reallly starts to drop. Maybe there's more games that I'm just not aware of like this but dead space remake is the only game I can recall that warns you on the PC platform if you are running on a traditional hard drive.

  • @MagninGames
    @MagninGames ปีที่แล้ว +26

    Wow! What an excellent video. No wonder it took you a while to polish it so well. I would recommend it highly to all game development students. It gives them a good idea of what came before them and where the future may take us. Thanks for such an excellent video!

    • @Innocenceii
      @Innocenceii  ปีที่แล้ว +2

      Ed!! Thanks so much for being a part of it. Your perspective really helped clear some thoughts up for me. Would do it again in a heartbeat!

  • @JayDaGod_1
    @JayDaGod_1 ปีที่แล้ว +14

    Welcome back bro! Keep the technological-based videos in the loop! I think they’re you’re bread and butter for sure

  • @Tekkas_GG
    @Tekkas_GG ปีที่แล้ว +16

    Again, this was such a good video! I don't mind you taking some breaks from uploading every once in a while, because these are such a treat when they drop!

  • @Rain1dog
    @Rain1dog ปีที่แล้ว +2

    Hey, I just wanted to say I’ve come to really enjoy your videos. They are very entertaining, informative, and thought provoking. Thank you for your time and effort putting these videos together!

  • @ea_gaming
    @ea_gaming ปีที่แล้ว +2

    Loved this video! This was excellent- love the shorter content, but the longform was also excellent, especially for a video of this nature. I hope the time between videos moving forward isn't as long as it was to this one though!

  • @itsmejb
    @itsmejb ปีที่แล้ว +4

    What a well-written and incredibly engaging video. You did a great job on the defining graphics portion of the video, at least from the average person’s POV.

  • @sachamorgese7280
    @sachamorgese7280 ปีที่แล้ว +18

    What a comeback, indeed! Absolutely love the documentary style, you should definitely do more!

  • @somekidwithanm4
    @somekidwithanm4 ปีที่แล้ว +2

    Absolutely well done sir! From scripting, research, editing, graphics, audio etc. Exceptionally well done and glad I found you!

  • @ungratefulmango
    @ungratefulmango ปีที่แล้ว +2

    This video was so rad. I learned a lot and you really got me thinking. I like this a lot man. So well thought out and well made

  • @Celis.C
    @Celis.C ปีที่แล้ว +14

    The moment you posed the question what would be the next big thing, my gut feeling was "creativity". Right after, you started discussing stylism.
    The true potential will be unlocked through infinite creativity. Isn't that how we got here in the first place?

    • @agssilv5919
      @agssilv5919 ปีที่แล้ว +3

      Yes but at the same time some of gamings most treasured mechanics , moments etc etc have happened thx to limitations

    • @blackdragonstory1122
      @blackdragonstory1122 ปีที่แล้ว

      I can actually see a vr world that has ai npcs that are different from our world yet feel like they are real.
      The biggest thing we are missing rn is an actual sao vr tech cuz the current one is just eyes vr.
      The vid above did hype me up for the potential fun gaming will bring,although I wonder if the gaming industry has the drive to invest in new tech.
      Since ai became a big thing rn that allows them to make games easier and cheaper would they use that money to invest in the new stuff or just keep the same.
      Like even if they do bring new tech that prob costs them a lot,will there be enough people willing to pay for it.
      The biggest obstacle besides not having vr tech is probably internet speeds that arent the same everywhere and would affect gameplay so maybe that part of the world needs an upgrade too.
      I guess 5G was atempting to do that but its not the same as adsl and actual wired connection.
      Funny thing about real vr is if you have to be asleep to play with it we could probably also see someone else thoughts and maybe even see their dreams.

    • @PrettyGuardian
      @PrettyGuardian ปีที่แล้ว

      ​@@agssilv5919 That was the creativity of that time. How can you render something engaging given the set of limitations? As we remove more and more limitations, creators have to push themselves in a completely new way, it's almost like exploring unknown territory.

  • @minecraftermad
    @minecraftermad ปีที่แล้ว +20

    You can just compile c to asm and shove that on the cartridge. You just need a better machine for coding than your target is. C compiled code might be larger due to the fact that optimizing for asm size is difficult. Or rather is easier if you just manually optimize for size.
    So in short. You don't need a compiler on the console.

    • @Magnus_Loov
      @Magnus_Loov ปีที่แล้ว

      The problem was probably memory limitations on the machines themselves. I guess they eventually got some special C-compiler cartridges that had some additional RAM memory on them so that they could do the coding directly on the console. I don't think they could make the coding on other machines back then. I don't think there was something like the special development systems that the later Xbox and Playstations got. The budget for that wasn't just there for the old 80:s consoles.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p ปีที่แล้ว +2

      @@Magnus_Loov I really don't think they actually develop on the console itself. You'd at least have to provide, for example, a keyboard port and software to deal with that (unless you expect people to program pokémon using the gameboy's d-pad : p). And where would that software be, anyway? You'd need a cartridge with double rom banks or something, one of which the system would have to be able to write to. The minimum viable product for that is already a fairly complicated development kit, really.
      Having a "pc" with assembler software for the target platform connected to some rom writter thingy is actually a much more simple setup. Also, I see no reason why your assembler would have to run on a native platform, assemblers are fairly simple and emit machine code after all.
      That being said, compiled c code would tend to be larger than direct assembly, especially back then (less optimized compilers and more idiosyncratic platforms), and especially at the scale they would be working.

    • @MichaelLandes131
      @MichaelLandes131 ปีที่แล้ว +2

      Yeah this part of the video confused me. There's no way it would ever make sense to put a compiler in the cartridge. Maybe they meant to say that the c runtime would have taken too much space, that would make a little more sense.

  • @sk8erkenny
    @sk8erkenny ปีที่แล้ว +2

    i love the editing and the information. visuals were great, script was informative while also not being too serious and boring. 10/10. learned a lot and was entrained the whole time haven’t had a youtube video do that to me in a while ;)

  • @matthewlopez8987
    @matthewlopez8987 ปีที่แล้ว +1

    I am a massive fan of informative videos like that and I really appreciate the effort you put into gathering the information presented here. I know they take time to make, but I hope to see more of this

  • @ExplicitSage
    @ExplicitSage ปีที่แล้ว +6

    Great to see that you're back with new content Brother.
    I think we reached the peak of graphical fidelity long ago. The resolution quality will always increase but I'm certain we have reached the peak of visual quality.
    I thin we have actually reached the point where gaming is not held back by the hardware available, but the creativity of the Devs. Realism and high quality graphics isn't even always the way. At times a really memorable art style can supersede great graphics.

  • @batman_141
    @batman_141 ปีที่แล้ว +7

    Great video! Very informative. Really liked how you explained the history of coding through assembly languages and eventually a uniform language and an engine. Also, on the point of realism vs art direction, I really like the realistic graphics of games like Rdr2 but upon playing elden ring, I was blown away by the art direction of the game, it was like a painting all across. More games should take that approach.

  • @nessilver
    @nessilver ปีที่แล้ว +1

    Really amazing video man. Don't see many people talk about how deep and complicated was the beginning of all of this, video games and computing as a whole

  • @aliferestored
    @aliferestored ปีที่แล้ว

    So glad you randomly came on my feed, what a great video. I rarely comment on TH-cam videos, but wanted to let you know this was so good. Thank you!

  • @user-qo9oy4re5e
    @user-qo9oy4re5e ปีที่แล้ว +5

    That was a masterpiece! I do not see easily long videos due to time reasons, but you hooked me! Excellent executed!

  • @nathanvarnell5505
    @nathanvarnell5505 ปีที่แล้ว +5

    Crazy skill in making this video, man. You deserve a hell of a lot more recognition

  • @greatvigor
    @greatvigor ปีที่แล้ว

    Outstanding video! Well paced, edited, and animated. The algorithm finally put something I'd want to watch in my feed.

  • @andynay4206
    @andynay4206 ปีที่แล้ว

    FANTASTIC VIDEO! Great editing man keep it up!!

  • @TorQueMoD
    @TorQueMoD ปีที่แล้ว +3

    Great video man, but we're not even close to being finished with breakthroughs with game engines and rendering. The difference is we're getting extra details on a micro level now, rather than the macro that we're used to. So you get things like higher quality animations with features like motion warping, procedural contextual animations, increased fidelity for meshes, better physics simulations, dynamic lighting, shadows and reflections etc. As impressive as an engine like UE5 is, there's still a lot more coming in the next 10 - 15 years. It's just going to be harder to notice in a side-by-side comparison because it's going to be in ways that you don't even see in a static screen shot. These are all things that I know you classify as itteration rather than innovation, but A.I. is where we're going to see a huge innovation in how games are made, and probably how they're played as well :)

  • @tablettablete186
    @tablettablete186 ปีที่แล้ว +5

    12:05 Wait, I still don't get why you had to package the compiler with the game, you can simply compile your C code in another machine and just put the final results in the cartridge.
    In fact, this is how we distribute software nowadays, compile the code and just send the binaries.
    The exception is when you have a JIT compiler/interpreter, because you send source code and compiles it in the client (JS, Python, Lua...).
    As a developer, I really didn't get this. Maybe the C compiler wasn't mature enough?

    • @PatrickJBauer89
      @PatrickJBauer89 ปีที่แล้ว +2

      I stumbled over the same part and agree with you, that it's a false statement.
      I researched it a bit and reasons for using assembly over C were extreme memory limitations, so that the memory has to be managed manually by devs.
      Compiled code (especially at that time) would produce byte code with a lot less optimizations than newer compilers would generate today.
      Some games would even hack around using specific CPU instructions on specific cycles to produce specific results, which you couldn't replicate in a higher level code.

    • @tablettablete186
      @tablettablete186 ปีที่แล้ว

      @@PatrickJBauer89 Well, this makes way more sense!
      So compilers weren't able to produce the code that the devs needed, so they had to use ASM.
      Thanks for taking you're time to research this and make this answer, really appreciate!

  • @kuzatare
    @kuzatare ปีที่แล้ว

    Man, loving your videos so far. Keep up the good work.

  • @Altalus
    @Altalus ปีที่แล้ว +1

    That video was the best you made so far. Love the style.

  • @jeremycronic
    @jeremycronic ปีที่แล้ว +6

    Hopefully the future of gaming is anything that makes creating games Drastically easier. That way developers can focus much more on actual Gameplay. Unreal Engine 5 seems like a good start.

  • @KINGJADEX
    @KINGJADEX ปีที่แล้ว +3

    This was fantastic! I would be interested in delving more into what the "Age of AI" would entail. Very interesting stuff!

  • @openjaws
    @openjaws ปีที่แล้ว

    Wow, such a great video. Well documented and edited. It was actually a recommendation. Keep it up

  • @bamula2
    @bamula2 ปีที่แล้ว +1

    Currently reading The History of Video Games Volume 2 and this right up my alley with technical reasoning on topics. Great video.

  • @xomvoid_akaluchiru_987
    @xomvoid_akaluchiru_987 ปีที่แล้ว +3

    The thing I love about graphics is that optimization doesn't always mean making the workflow of the program run better but also making quicker algorithms and thinking up knew techniques to make things look better, or reduce the amount of not needed visuals being calculated. Take Culling and LODs for example, UE5's LODs are leaps and bounds better than the manual LODs that we've been making in terms of accuracy and visuals.

  • @jaefrmbk2k
    @jaefrmbk2k ปีที่แล้ว +8

    Great subject/video. I think the next great innovations will come when video game development becomes more democratized with much more affordable & easier to use tools where more independent visionaries & artists can create comparable content visually & mechanically to the Triple A titles. that's where Style & more fresh Concepts will really shine 💫

  • @a1exand3r43
    @a1exand3r43 ปีที่แล้ว

    This is areally good video man, some high quality stuff. Thanks

  • @joebauer2768
    @joebauer2768 ปีที่แล้ว

    First video from your channel i ever watch. I love it. Thx for the good work!

  • @beatenplastic
    @beatenplastic ปีที่แล้ว +3

    Can I just say, this was absolutely superb. I watch a lot of videos like this about subjects other than video games and this was truly top shelf. I hope you go far.

  • @RubbishRebel
    @RubbishRebel ปีที่แล้ว +4

    Amazing video, my G you are criminally underrated. Very informative and entertaining video. I really liked the history part with assembly coding, mario and doom. Would like to see more documentaries.

  • @henryhere
    @henryhere ปีที่แล้ว

    DANG this video is well made! Excellent job man! I never know what to do when editing, but every second of your video keeps things interesting!

  • @Jakco808
    @Jakco808 ปีที่แล้ว

    This was an amazing video! Thank you for explaining all of this and going into this topic specifically. Very cool

  • @HighTechWizard
    @HighTechWizard ปีที่แล้ว +3

    Amazing video! Thank you tenfold for not holding back from the technical side of things, I come here for your approachable, but well informed computer science. Incredibly polished documentary, and I love how creative you get connecting what you say to the almost subliminal messaging of what games you're showing visually. Parts that were very much your own, like the visual timeline transitions of innovation cycles and the various montages of gaming and music. I expect to see these video essays in planetarium theaters in the future!

  • @bubblesnopemporium5880
    @bubblesnopemporium5880 ปีที่แล้ว +17

    I know that there is a lot of buzz around the AI hype train, but I really could see that being our next breakthrough. We already see a lot of it in terms of ray tracing and stuff, so it might not be as clear cut as the first three examples. But, I think that asset generation, storyboarding, debugging, basic level layouts, etc could drastically decrease the time developers spend on the fundamental building blocks their game. This would be less noticeable on the player's end, however, since it wouldn't necessarily result in a change of the structure the game is built on. It could give developers much more time to focus on the creative aspect of game-development, while the AI helps with the foundation

    • @theelectricprince8231
      @theelectricprince8231 ปีที่แล้ว

      Don't know if AI will replace all workers but I am certain AI will make work flows frictionless. Less tedium and more focus on the meat

  • @DrewAk49
    @DrewAk49 ปีที่แล้ว

    Awesome video! Great editing and info! The ray tracing on the marbles looks amazing!

  • @DarkThomy
    @DarkThomy ปีที่แล้ว

    Really like the style.
    And the more details, the better your videos are !

  • @FreekoTravis
    @FreekoTravis ปีที่แล้ว +3

    Finally bro been waiting

  • @scott2181
    @scott2181 ปีที่แล้ว +4

    It's not clear what you're saying about using assembly language over other high-level languages, like C. The C compiler - translating C into machine code - would run on another computer, not the console itself.
    The reason people tended not to use C or other high level languages, was that compilers of the time were rarely tuned, or had no knowledge of optimisation. Code size was larger, emitting more instructions, or compiler not using architecture tricks to squeeze impressive performance out of these low-power machines.

  • @CorIsFire
    @CorIsFire ปีที่แล้ว

    This was really well edited, thanks!

  • @koketsokotsane9936
    @koketsokotsane9936 ปีที่แล้ว

    You’re so dope bro. Love your videos. Always looking forward to them. They are so high quality bro. Keep pushing

  • @ApfelSgt
    @ApfelSgt ปีที่แล้ว +4

    Why the hell don’t you have a million subs??!! 😮
    Your quality of your videos is so damn high and you out so much work into it!
    Less then 50k is a shame!!!
    Thanks for your work, love your videos!

  • @jjdizz1l
    @jjdizz1l ปีที่แล้ว +5

    This is the most in-depth QUALITY documentary I have had the pleasure to enjoy in a long time. I know perfection is an overused term, but this is PEAK tech content here; not too much for enthused minds to grasp and great detail. I love the direction you're moving in. Keep at it.

  • @jeffreyaldrich1865
    @jeffreyaldrich1865 ปีที่แล้ว

    I enjoyed your presentation of the content. Going to have to go through all your past videos a give a listen as I work. The longer runtime was the reason I clicked to see what this was all about. Got a subscriber here. Cheers.

  • @thyron
    @thyron ปีที่แล้ว

    This video is very, very good. The production quality and the script are very good made, easy to follow, entertaining, visually appealing. Wow!

  • @KainDizengarth
    @KainDizengarth ปีที่แล้ว +4

    I love this kind of video. I love learning stuff like this. Thx for the great content ♥

  • @pitchblack5422
    @pitchblack5422 ปีที่แล้ว +4

    The Documentary style is phenomenal I am looking forward to seeing more of these types of videos

  • @brabes76
    @brabes76 ปีที่แล้ว

    Welcome back. Love the format. I think you nailed the format perfectly.
    I always learn something an am always entertained

  • @gustavomenegueti4900
    @gustavomenegueti4900 ปีที่แล้ว

    Dude, awesome work on this video, keep it up!!

  • @RazorFastClaws
    @RazorFastClaws ปีที่แล้ว +4

    Not saying you're wrong, but imo even in the old times games used recycled routines and at times most of the code with a few changes and optimisations. Assembly was needed because the machines were slow. C compilers were not good in creating optimum code and it resulted in bigger and slower code thus less performance and more cart/disk space. Nothing to do with a needed c compiler on cartridge. The code used is already compiled so a compiler on the cart or console is useless.
    The machines had different cpu's and custom hardware (like scrolling, sprites, sound, etc.), graphic modes and limits. Graphics needed to be converted (manually) into a different resolution, number of colours, etc. Same for the sound. So ofcourse most if not all of the code needed a rewrite. Cross- compiling or assembling was not a thing yet. The result was that games looked, sounded and played quite different between conversions and sometimes were a completely different game.

    • @gipgap4
      @gipgap4 ปีที่แล้ว

      Yeah, I’m no games programmer but I think this guy has a few assumptions that are incorrect, mainly because he focuses on the console markets of the USA and Japan.
      In Europe and 🇬🇧, the home computer was king where after a short while in the 1980’s, programmers were reusing assets and game engines for subsequent titles.
      Everything had to be in assembly language if your game was to run anywhere up to speed because CPU’s were slow and many computers had no graphics assistance in regards to specialised chips unless you had a Commodore 64. Ultimate play the Game, more famously known as Rare in the USA, would often recycle their graphics and reuse their game engines on the subsequent games. Their “Filmation” games which included Knight Lore, Alien 8 and Pentagram and Rare tweaked their engine to create “Filmation 2” to scroll their isometric graphics in games such as Nightshade and Gunfright.
      Games developers needed to create their own assets and games engines that they could use and reuse because deadlines were tight so any way developers could save time during development of a game, they would.

    • @RazorFastClaws
      @RazorFastClaws ปีที่แล้ว

      @@gipgap4 the Atari 400/800 already had hardware for scrolling and player missiles, but yeah the C64 was a bit more advanced with HW for sprites. I don't know about msx from the top of my head but I'm sure the msx2 had HW for scrolling at least.

  • @Kniffel101
    @Kniffel101 ปีที่แล้ว +3

    12:30 Uhh... that's BS. The compiler runs on the computer, and outputs the binary code to the computer, not the console.
    I don't know what Ed was trying to say about a compiler "taking the space of the whole cartridge" a couple minutes before that. Maybe he was referring to the C standard library or the code the compiler generates?
    You may wanna write him a PM and ask him to clarify what he was trying to say, so you can pin a comment and people don't go away with incorrect knowledge! =)
    Anyway, cool to see you're back!

    • @PatrickJBauer89
      @PatrickJBauer89 ปีที่แล้ว

      I feel like he tried saying, that bytecode generated from 70s/80s C compilers was a lot less optimized and probably to big to fit on let's say a 2kb ROM chip.

    • @Kniffel101
      @Kniffel101 ปีที่แล้ว

      @@PatrickJBauer89 Yeah, that's likely. Though a C compiler generates machine code, not byte code! =D

  • @hobojoegaming19
    @hobojoegaming19 ปีที่แล้ว

    This has to be by far the most interesting video ive seen on here in a long while. I loved every second of it and have an even deeper appritiation for earlier games. I kind of had an idea but the way you explained it blew my mind

  • @D464J
    @D464J ปีที่แล้ว

    Very well done video my man! Glad your channel came up in my recommended. Subbed so I don't miss what's next👍🏾

  • @sirhambino596
    @sirhambino596 ปีที่แล้ว +4

    I usually don’t comment much. But I have to say I couldn’t not congratulate you. This video was so freaking good!!! I loved it!!!!! Keep ‘em coming!!!!!

  • @dorktales254
    @dorktales254 ปีที่แล้ว +3

    Wait, the compiler doesn't go on the cartridge

  • @conween
    @conween ปีที่แล้ว

    Quite an impactful video. I dug every second of it, keep up the tremendously hard work!

  • @Cpgeekorg
    @Cpgeekorg ปีที่แล้ว +1

    This was a really well put together piece that does a great job of explaining a good overview of some of the iterative problems that we've had in the past, where we've been, where we're at, and at least some of the elements of where we're going.
    I completely agree with your points that at the end of the day, computer graphics in video games being good, is very specifically a function of allowing artists who have excellent ideas express those ideas as easily and as quickly and as portably as possible... if you walk up to a person and say "tell me your vision for an excellent video game" (particularly a graphical and or narrative artist), they're likely to draw you a picture of a style and/or describe an overview or a scene in the style that they find interesting enough to explore and iterate on, if we can make the tools as ergonomic as possible to tell the computer what we want it to do so it looks like their vision, we've gotten much of the way there (that's kind of the endgame for modern game engines). This video has some great remarks about stylism and how that can be used to improve games and the storytelling within them, and I completely agree, but there are stories and experiences that *could* be best served by displaying them in real-time photo realistic fashion with realistic physics and systems simulation to the point where you can simulate a whole world (or perhaps someday galaxies) inside of a computer system at a subatomic level with extreme fidelity)... this would be great for scientific computing, but maybe not the best for gaming, HOWEVER, for stuff like virtual reality (and that hardware is getting better all the time), or volumetric holography systems that are being developed now, I think it could be fantastic to have a spy thriller or a drama or a fantasy rpg or an action-movie style game that looks and feels completely real until you take off a headset or utter the command to exit the simulation or whatever.
    I think the greatest hurdle to overcome on our way toward photorealistic systems simulation (at least getting us as far as city-sized fully realized photorealistic environments) has to do with some of the same elements that we've always dealt with - the reason we didn't use C back in the 8 bit era... because compiled code isn't NEARLY as optimized as optimized assembly language code (or even hand-coding machine language), where every single clock cycle, memory read or write, every packet of information sent or received to and from the dedicated accelerators and what goes on there is manually and particularly managed in such a way to do exactly and only what it is that you are trying to accomplish at that very moment. Right now, computers are running on an incredible number of layers of abstraction. at it's base, you've got machine language, then on top of that you've got code that is almost always manually written (at least at first) in assembly language as local routines for whatever high level compiler you're using so when a programmer calls a high level function, they are basically calling from a library of stored high language code which calls from one or more libraries of high but slightly lower level same-language code that is ultimately compiled, assembled, linked, and out pops a binary output. there are HUUUGE optimizations that can be made to the way that these high level languages store and retrieve data, where that data should reside at run time (on the ssd? in vram? in your cpu cache? in the memory of another dedicated accelerator?) and specifically what cpu/gpu core executes what code at what time and how that's orchestrated in the system. a programmer says "i want this graphics model loaded at these coordinents rendered with these properties" NOT "in what order where and when should i be storing these bytes of code or data so they can be optimized to run as best as possible... nobody optimizes that way anymore because it takes too much time that could be better used making games, and it's ok, because for what they're trying to do they can just trust that the next gpu that comes out that takes 600w to run and doubles as a space heater will be able to handle the lack of optimization by delivering more performance because it's really expensive to pay programmers to do that... AND it's really hard for anyone person to know the ins and outs of a very complex modern computer system...
    machine learning has entered the chat...
    we are at the infancy of the revolution that is machine learning... this is often referred to by the media and the companies who create accelerators for it as artificial intelligence... they AREN'T the same thing. machine learning, the stuff that's gracing us so far with things like beating chess grand masters and deep fakes, and inserting intelligently interpolated frames to improve frame rates for things like DLSS and FSR aren't ready to form skynet yet... rather, they train and run neural network models (usually convolutionally by giving them information about how to test if the output is what we want or not, feeding them with sample data, and having them score themselves on their rubric (often repeating the cycle millions or billions of times) until the output of sample data matches your expectations... it's a form of teaching a computer how to teach itself to automate it's learning process and repeat until it gets gud. I expect as we get better, more performant dedicated matrix multiply and accumulate accelerator hardware (commonly referred to as ai accelerators, neural engines, or tensor cores depending on which vendor you're talking about), that we will be able to have it go through our mountains of portable high language code and rewrite SIGNIFICANTLY more optimized versions of the underlaying code libraries and their associated assembly language routines that they link to (which can be thought of as being similar to how hardware drivers work as an intermediary between your software and hardware in the programming world) and within several years optimize every last bit of memory and code for any particular computer architecture. you could train it on the existing libraries and assembly code with "this input high level function is supposed to perform this high level output function, here's the old code, now run it billions of different times in billions of different ways with this sample hardware spec and make it the best it can be. you can do this same thing at all abstraction layers up to and including hardware development. you could say "here's all the x86 processors, here's the list of erata, what's the most optimized way to lay these chips out to reduce latency, cost, and improve performance with this big library of software and simply have it iterate in an automated fashion until it finds a bunch of good ways, send it to fabrication, manually validate it, and ship it... being able to automate the INTELEGENT brute-forcing of optimization at many different levels of computer abstraction is THE way forward. once we remove all the bottlenecks in our current systems and make things as good as they can get, we can then get to work on what optimized future systems might look like, have machine learning systems ideate and optimize on supercomputers in simulators distributed across all the computers in an organization... there's a lot of bloat in modern systems because they were coded by hand and were optimized to be "good enough" up and down the software stack from bios to operating system kernals and libraries to software libraries to drivers to game engine libraries, to games themselves... removing those bottlenecks, I suspect we'll see some DRAMATIC uplift in performance even when running the same software on previous generation hardware and huge performance gains once we have ML models building cpus, gpus, and other optimized accelerators for us... and that's just scratching the surface.
    imagine game design as similar to how people on star trek interact with holodecks... ask the computer for objects, physics systems, describe with words or drawing in space for the things you want, the style you want them, how you intend for them to work and they just appear in vr either ready-to-go from a library of things, or generated from machine learning models (kind of like how ai image or music generators work now), create people with simulated personalities that are fully fleshed out, explain their backstory and their place, and have the digital actors go about their business while other machine learning models optimize the underlaying hardware and software to make it happen at the highest possible performance on the available hardware... couple that with the ever shrinking latency, increasing speeds of modern computer inter-connectedness, and we can all share cpu power with everyone else in a huge decentralized computation and acceleration grid as a universal human resource. add that to robotics automations and we could be looking at a utopia... then again, enough automation and somebody is going to want to direct a machine learning model to create an actual artificial general intelligence which through the automated iteration and access to pretty much every data system will quickly become an artificial super intelligence very quickly... and then i suppose we'll be judged for who we are and see what happens, but I still think that's at least 10 years off.

  • @CharlesVanNoland
    @CharlesVanNoland ปีที่แล้ว +11

    The key is machine learning filling in all the details for artists, so they can paint worlds as coarsely and abstractly or as specifically and detailed as they want. Once machine learning becomes a streamlined part of the game design and art asset workflow, it's game over, assuming the graphics hardware has become capable of rendering photoreal simulations by that point. Also, assembly language wasn't a big deal back in the day because games and their assets were very simple compared to games even from the 90s. It took less time to write Pong in assembly than it did to write Doom in C.

    • @theslay66
      @theslay66 ปีที่แล้ว

      I put my money on AI too.
      We are far from realising the full potential that this technology can have for games.
      Not only from a developement standpoint, where the devs will only need to define rough guides and let the AI hallucinate the scenery and the events, but you could have it react and adapt to the user as well, learning from his preferences and habits to generate an unique experience.
      Ever seen this AI that generates photorealistic sceneries from simple color blobs ? That's just the technology in its infancy.

    • @alessandrobaggi6129
      @alessandrobaggi6129 ปีที่แล้ว

      Dire situation when an ai will be able to decide what we play/watch/listen to... not to talk about lack of originality and coherent vision in any project...

    • @theslay66
      @theslay66 ปีที่แล้ว

      @@alessandrobaggi6129 Well it's already the case... it's called TH-cam algorithm.

    • @alessandrobaggi6129
      @alessandrobaggi6129 ปีที่แล้ว

      @@theslay66 ...and that's exactly why i said the situation will be dire, as we already can see some major errors in that.

    • @ghoulchan7525
      @ghoulchan7525 ปีที่แล้ว

      ​@@theslay66 problem. AI stuff can't be copyrighted thanks to a case where a monkey decided to take a selfie.

  • @techknow9237
    @techknow9237 ปีที่แล้ว +4

    With all the graphical power available today - the problem is that it all looks great but physics and a sense of interaction with the graphical 3D world is missing in many games.
    Skyrim still stands out as the world is interactive on many layers.

  • @FrankenSama
    @FrankenSama ปีที่แล้ว

    This was a great video. The thumbnail fooled into thinking it would just be another rant about how gaming is "dying", but I was so engaged from beginning to end that time just flew by. Great work 👍🏾

  • @Ladygrev
    @Ladygrev ปีที่แล้ว

    Many thanks to the algorithm for bringing this video to my attention, because it's fascinating, and you have a really great way of presenting complex information! Definitely subscribed.

  • @corptusion
    @corptusion ปีที่แล้ว +3

    Game graphics will no longer be the driver. It will be the way we interact with the game. And actually, I think the ps5 is a good indicator of that. Haptic feedback, adaptive triggers, vr, etc.

    • @Dasaltwarrior
      @Dasaltwarrior ปีที่แล้ว +2

      I doubt things like that will progress, as those sorts of features are costly and overall detrimental to the durability of the controller
      I'd say stuff like VR would be more likely in that case

  • @MostBased_
    @MostBased_ ปีที่แล้ว

    glad your videos are getting some traction. keep it going!!!!!

  • @goaliepro1996
    @goaliepro1996 ปีที่แล้ว

    I’ve missed you man. I really hope you make more videos like these! Great video ! Keep up the good work!

    • @goaliepro1996
      @goaliepro1996 ปีที่แล้ว

      I love listening to you while I sleep

  • @jerrys.9895
    @jerrys.9895 ปีที่แล้ว

    Editing, composition, and presentation are all so friggin good! You're criminally undersubscribed, friend. Doing my part.

  • @saltycynic5770
    @saltycynic5770 ปีที่แล้ว

    Since yous asked. I've not seen any of your other videos, but I subscribed. Informative, well produced, I enjoyed the length/format.

  • @jdaraero
    @jdaraero ปีที่แล้ว

    Love the long docu-style video essay format. Keep it up

  • @hightone6095
    @hightone6095 ปีที่แล้ว

    Glad you're back. Missed these videos.

  • @R.I.P_clan
    @R.I.P_clan ปีที่แล้ว

    Love this vid bro , keep up the quality work 💯

  • @lawrencejohnson3912
    @lawrencejohnson3912 ปีที่แล้ว

    Excellent explanation! The pacing was great! Great quality video! Keep up the good work!

  • @ardy6241
    @ardy6241 ปีที่แล้ว

    Great video, i really like your style it ,even if there are some topics you present that is hard to digest it still give give lots of insight

  • @LuznoLindo
    @LuznoLindo 2 หลายเดือนก่อน

    I didn't expect this to be such an informative video. Thank you very much for being enough of a badass to give this video your all. I can tell you really do care about video games and their history.

  • @zalonnz
    @zalonnz ปีที่แล้ว

    Amazing work!! This video is amazing! Congrats!!

  • @omritahar9048
    @omritahar9048 ปีที่แล้ว

    My dear God... WHAT A VIDEO!!!
    The quality of this is UNBELIEVABLE, man. Fascinating subject (please do not spare the tech explanations), with an absolute knockout of execution.
    I am blown away. I really do. 👏

  • @mail2hammad
    @mail2hammad ปีที่แล้ว

    Yo, great video man…. Just discovered you… And tbh, you really deserve more attention for putting a very well researched, compiled, edited, and overall good piece of content! Got my subscription!! Keep up the good work!

  • @adamgr6988
    @adamgr6988 ปีที่แล้ว

    A rare time where the algorithm just hooks me up. I had never heard of your channel before, but this video was just immaculate work, top to bottom. Easy subscription

  • @fonso4152
    @fonso4152 ปีที่แล้ว

    You snapped with this video!!!! Keep it up bro 🙏🏼

  • @SocraTetris
    @SocraTetris ปีที่แล้ว

    This is amazing work, Innocencii. Top quality

  • @ohhweezy
    @ohhweezy ปีที่แล้ว

    Way to be great bro! You’re best work yet imo

  • @anmolagrawal5358
    @anmolagrawal5358 ปีที่แล้ว

    Awesome video, I like how small independent content creators on TH-cam are seemingly upping their game more recently producing more in-dept coverage of specific topics. That or just the algo getting better at rewarding those. Leader to the former outcome.
    As for the potentially breakthrough future implementation, how the heck did you miss out on mentioning BCIs?
    Gabe talked about it recently, and they may be able to produce a virtual rendition more colorful than reality itself.

  • @danielallison4152
    @danielallison4152 ปีที่แล้ว

    This is so beautifully done man. Thank you so much