ALOT of people seem to want a part 2. I personally think i gave you guys the cream of the crop. BUT maybe i'll boot the game back up for a stream and just explore Guarma and Mexico while chatting you guys up. You can find me on that really popular streaming site for video games and searching for "boundarybreak". I dare not speak its name on a competitors website
this was great. i love your work. For real, though, the taxidermist's cabin outside strawberry is wild. don't really know if it's considered out of bounds content though.
Also, there's one point where if you're looking at the old fort from across the river, you see people on horseback. it would be neat to see them up close.
Just a random fact: LODs (Level of Detail) are numbered backwards. So LOD0 is the most detailed model. Lots of modern triple AAA games use up to 5 or 6 LODs depending on the object. And there are multiple methods of changing between them. Sometimes they just pop in, sometimes there is a fade from one to an another. And there are dynamic LODs too. So they morph to each other instead of changing models.
i can confirm this is true, it also helps the performance for the games, i don't know how it works in other engine but in Unreal engine, i found out a way to optimize the engine with a lot of "trees" in one place without making the fps drops, it's a life saver
@@IceBreak23 It works the same way in Source (Valve's Previous Engine). The most noticeable example is in TF2. When a character model moves a few meters away from the player, everything below the neck gets a lower poly count.
modern game engines, especially deffered ones, have a hard time rendering semitransparent objects like smoke particles. they are usually rendered seperately and thus have no shadows and kinda wonky lighting sometimes. objects that fade in or fade between lods don't use this because if everything was a transparent object at all times, sorting would be an insane problem as well as the aforementioned graphical issues. so games tend to use hashed or dithered fading. that's why the transitions tend to look noisy. there is no semitransparency, pixels are either showing the object or not but they are so close that it looks kinda transparent
Way late to respond, but in a panel Roger Clark actually explained that its to give the animators an easy signal for the beginning and end of a scene they mocaped
@@travisgilmore7339 The voice actor for Charles once bumped into John's VA by accident and knocked him on the ground with the helmet set up falling off but the funny thing is the head on his model went flying off in the air on the screen and the animators were back in the room laughing their asses off lol
ORORORORO!!! I spend half of my day sleeping! ORORORO!!! Then I sometimes get up and tell you that I am a famous content creatorORORORORO!!! Please don't sleep while driving, dear tony
It looks legit ported over from RDR1. I'm guessing that's what they did for New Austin originally and then replaced all the textures and models. It kind of makes sense because the scale seems a bit different than it was in the first game. Horses were faster in RDR1 but New Austin feels smaller in RDR2 probably because of the higher draw distance that wasn't accounted for when porting over the terrain.
@@TheDanteEX I'd also say it feels smaller because of no 'normal' access to Mexico. But if RDO progresses time-wise like GTAO, then I have small hope that it'll phase out into RDR1 times.
Part of me wants to believe that R* was working on porting or remaking RDR in the future. I mean if they can remake GTA5 five times, they could do it for RDR am I right!
@@xvxvcaspervxvx not too sure about that now tbh from what I read on rockstars wiki before, is rockstar San Diego made the rage engine they use in games since GTA IV so only makes since to keep increasing the capability of the engine as is. So with that it would just be be matter of updating the textures where they see fit for which ones are in use, which is why some places have grey/low Polly textures they probably just removed the old textures files from rs redemption to save game space. Would still love to see a port for pc though.
I actually made it to Guarma in Red dead 2 online with some friends the first year of the game and it was one of the best experiences I’ve had gaming in so long! We used a specific wagon to ride out of the map and then called a horse to ride all the way out of the map to Guarma and it was just awesome! The map and all the animals is all there. Such a blast and I actually wanna try it again soon.
@@averagesionenjoyer8948 glitches. I did it one time using a godmode glitch and a gun glitch that would keep me from drowning. Also, when you’re going to Guarma you fall of the map from mexico and spawn their
@@averagesionenjoyer8948 guarma isn't connected to the main land its beneath it. Using old glitches you had to go through Mexico and keep south until you fall off the map into guarma ocean and die. Then you would spawn there. Pretty sure it's not possible anymore, you can still get out of the map using the slide glitch but I thing guarma has a load barrier around it now
@@EyyyTone mf im talking about the island thats unavaiable in online. the game telkeports you back to land when you are even in the middle halfway therre on a bboat
the grass hill house is both a slight reference to the hobbit, but also something that really existed during that time; Sod houses. In places where there weren't very many trees, but an abundance of grasslands, many out in the west would build houses out of sod. Basically slabs of dirt and grass cut and piled into layers to make a liveable shelter. The wild west really was wild, and people had to live in unbearable conditions and get very creative to survive.
Yeah, in Colorado they called them dug outs. Supposedly they were less trouble to heat and cool. Since, under the earth is within a range of temperature year round.
It is. Can't remember what video or where I saw it but someone has covered the Sadie basement and yeah it's in there, doing a similar crouched animation loop like the Balloon guy, when Micah "discovers" the cellar she teleports to the bottom of the ladder, then right before Micah actually "opens" the hatch, her regular animation sequence starts where she's kicking and screaming and Micah grabs her by her arm and literally yeets her up the ladder and out of the basement
Sorry to hear the TH-cam algorithm has shifted away from you. Just wanted to say that I’m a big fan of the channel and I’m looking forward to more content! :)
A couple other things not mentioned in the video: - You can find animals way outside of the map boundry, but they are not afraid of the player, so you can walk right up to them. - Guarma must have a huge amount of cancelled content. The playable area we got is like a tenth the size of the actual island Rockstar modelled. - The main map is fully detailed far beyond what you can see even from the Hot Air Balloon. You can ride your horse out for minutes outside of the boundries before you start coming across low detailed areas. - There's a lake to the North outside of the boundries that you cannot see during normal gameplay. - There's a devbox in the hills of Guarma that's NOT under the map, it's huge and floats above the ground. It's bigger than most of the buildings in the game and even casts a shadow. I love no clipping through buildings and exploring well outside the playable map in this game, seems like Rockstar cut out loads of stuff.
What I don't realize is how come theirs animals that spawn out of bounds and why is the ground still walkable doesn't that take up memory or performance wouldn't it be better to just delete anything unnecessary
@@Thanos5 Yes, but with modern AAA studios working on an extremely strict schedule, they often don't have the time. And sometimes it's just pure laziness.
The flat trees are called "Billboarding" by developers. They are used at great distances as you don't need high detail models and they rotate to face the viewer. Obviously they never meant the viewer to fly or they would have constrained the rotation to only be around the Y axis I imagine. With the bulbs, you can see them from below, so that explains why they took that angle into account.
I don't know about anyone else, but for me this is the most anticipated video in the Boundary Break series, this game is one of the most fascinating to see what is beyond the boundaries :)
And one of the easiest to "break", everyone can do it (but without the cool tools of Shesez). It's really fascinating to explore the very large land outside the playable map, and Guarma.
You can honestly get like 3 hours out of this game for Boundary Break but the amount of work putting that into a video is probably crazy. There's so much stuff in RDR2's world.
6:10 The "Hill house" is a sod roof home, which were somewhat common on the frontier as a cheap and effectively insulated form of housing. They became less common over time because they had a habit of collapsing. During the expansion out west, this was somewhat rare due to light rains, but it only had to happen to your home once to ruin it forever. Sears Roebuck contributed greatly to the adoption of more traditional american homes by selling precut walls and roofs in the early 1900s. In those days you could get a pretty decent single family home to assemble yourself for about $600-700.
Having started trying to do game development, I can now see how easy it is for stuff like untextured items being in places you can't see can happen. Within the short time I've been doing it, I've ended up having numerous items end up untextured out of bounds already. I'll place objects somewhere, forget about them, and then when designing other stuff, I'll end up making changes to, or even deleting the texture, and end up moving terrain or object onto them, and I'll just have a shovel in a wall or something that's just grey. I can easily see such a big game having those. I also get dev cubes now. It's so much easier to just plop a default object into the scene and attach your script to it, then move it to a place where you can't see. No need to worry about making it invisible or fit into the scene when it's under the world.
Can you imagine if they took the time to remove all of the unused assets, though? How much more performance and resources they'd get back if the engine and system didn't have to load it all? I mean, they have the time, and considering we all paid $60 for it, many paid $80 or whatever for the Deluxe Edition
@@DaysofKnight The amount of performance lost by a couple of untextured items stored off screen is negligable to imperceptible. 90% of games do not even render them in the first place if you can't see them. The vast majority of time, they exist as solely a few points of data points in storage. The amount of time wasted scouring the game files for a couple of items that didn't get used, all so they can save a couple of kilobytes and one one-millionth of a singular frame, is a huge waste of time.
@@DaysofKnight no. It wouldn't. Do you really think it would be worth the manpower to scour the game files to reduce the file by a whopping 14 megabytes total? Delay the game for weeks just to save a maximum of one thousandth of a frame? No. That's fucking stupid and wasteful to waste time and money doing something that will neither be noticed nor efficient in any way.
@@DaysofKnight assets that are out of bounds (under the map) are simply not rendered at all and virtually don't exist. The only reason why they do in this video is simply because as he goes under the maps bounds, it then starts to render objects on that plain instead of the game's main plain. (also why the GROUND literally vanishes and all you see are the assets placed on the ground; rocks, grass etc.) This same exact method is also used when assets are out of View Distance (which is actually called Render Distance) for certain periods of time. AND in SOME cases this method is also used when assets can no longer be seen (e.g you've progressed past a point and can no longer GO BACK to said area) so the engine simply erases it from the scene until needed again. Tl;dr - no it wouldn't really make a difference at all, considering these objects are hidden and essentially do not exist on a physical or virtual aspect. Sure, dev cubes are different but dev cubes are literally untextured cubes with no collision, physics or physical attributes at all and are simply visual placeholders for raw code.
Finally a boundary break of red dead, it’s one of the best games I’ve ever played and there is so much to explore, definitely make a part 2, I’d love to see what’s inside the house that can be viewed through their windows but can’t go in, and the guy who is crying in one of the inns
I've watched you for so long and I'm still at a loss as to how you dont have more subscribers. The amount of effort and time put into these videos is crazy and I'm thankful for the opportunity to see how some of my favorite games work.
8:10 since it's a "sitting on a horse" pose, I would assume that the weird hand position is the result of inverse kinematics not having the data to put the hand on the oars and all of the horse motion data that gets added into the hand movement while riding. The baloonist - and any other case when a character in this situation has an animation - it's easier to just pick an animation that has the pose which makes the character invisible/able to naturally rise from, and set that animation to loop until you need to show the character (which is when you transition into its proper animation system), because you most likely already have an animation like that, but you probably don't have a non-animated pose like that.
I was thinking something very similar, however in the sense that the only other option they would have had for "static models" like this video stated is to place the T-Pose halfway thru the floor and just have him rise up as his animation sequence starts. But I can see that being very faulty or problematic so, like you have stated. It would be more practical to just give him a simple crouch animation looped infinitely till his regular animation sequence starts.
@@feloniousbutterfly i very much understand that, since I also find fascinating "insider info" from an area I don't work in. that's why I enjoy providing this kind of info for other people, from the area i do work in, but they don't.
You put 160 hours in this and it does NOT go unnoticed. Thanks you for all the hard work. I've been with the channel for about 2 years and it's getting better with every video. 💓
also i think the bongo's from Guarma start to play if you're at the furthest south and east. so head south first until you hit the blurry land and then go east. you have to go past the black border at the bottom of the map.
I'm glad I won the YT lottery again tonight. Thank you for the great video. I can't tell you how many "interesting things about RDR2" videos there are that don't explore past Chapter 1. Thank you for including mid-late game stuff as well. You rock.
The fact that your viewership went way down is such a shame. I’ve been subscribed for a while now and am always keeping my eyes open for new episodes. Keep it up!
6:58 - 7:22 minutes into this video, and then it hit me: 'this is a lot like looking at Westworld, the video game (in Dev Mode)'. I appreciate the digitally existential tour you got goin' on here, Shesez!
Whenever I get a notification for a new Shesez vid, I take a break from whatever I'm doing. Gotta make sure to watch it before DMCA takedowns :( killer work as always!
at 6:00 the woman in the out house with the cleft lip... im pretty sure that's how they would treat deformaties inthat period, not to mention mental issues. it's interesting the game showed this.
Im just now realizing the amount of effort and time it takes to make one of your videos , 160 hours of footage for a 16 minute video....thats dedication! I loved this one though so thank you, keep making more!
If you go to Guarma at night with mods, you can actually see the lights of Saint Denis and Blackwater along the shoreline. Then using a teleport mod (or no clip depending on the mod) you can can dash to and from Guarma and the main map. What else i found interesting; is how MASSIVE the games map really is! It extends so far from the actual playable areas! Most of these extended areas are also textured!
I really appreciate how much attention you pay to the comment section and your viewer analytics. Been following your comments about the websites adjustments to who sees your content for a while. Would love to see you make a bunch of cyberpunk videos. Lots of out of bounds content to be found.
legit surprised you did the PC version and didnt look in to that one mod that lets you "fly around" to show us a good look at the volumetric clouds. they have real depth amazingly. like they did real good on that and you probably would know without being able to, well, fly up there and look at it all.
the particle system for smoke, fog and clouds in this game is unbelievably realistic. The clouds literally form like real life (obviously at a lot faster pace, but still) it's fucking crazy honestly
I just got recommended your channel for the first time in forever even though I love your channel and have been subed for a long time. You’re unlucky with the algorithm i feel like. This series has always been underrated.
Fun fact: that IPL text you saw references Rockstars IPL system, I don't know what IPL stands for, maybe Interior Prop Loader, but in GTA V they are used to load some specific scenes/areas such as the different variants of the O'Neil ranch, the Aircraft Carrier, UFOs and much more. "VAL_03_DEFAULT_JAIL" is probably the name of the IPL for the jail right above it, obviously and VAL means Valentine. I haven't played through the entirety of RDR2 yet but if the jail was, for example, destroyed, It would probably load "VAL_03_DESTROYED_JAIL".
@@AutisticTorch thought the same, and I think OP is right, cuz sometimes some of the gang members place dynamite in the wall to blow it up and help Arthur escape I've only seen that one in Rhodes though, so I could be wrong
I hope the viewship picks up. I've been subscribed for awhile now since I first found this channel and its my favorite. I hope you can continue doing this freely.
I did the bridge glitch and got flung into the North, past New Austin's border. The sheer amount of land that is detailed and explorable beyond the game's normal open world is genuinely staggering, there were still animals, trees, a frozen lake, hell, even deformable snow all the way out in this area of the map that Rockstar would never expect players to reach. Just goes to show the sheer size and attention to detail in this game.
These videos are really cozy to watch. TH-cam suggests a lot of content that stresses me out on different levels. Drama and even some videi essays about negative stuff. This is just stiff found on videogames. I always revert back to these videos when i can't take in all the drama and negativeness of the internet!
Fun fact about the cardboard trees, that's how trees work in literally every game ever, same with ALL foliage. It's because other than the tree trunk, foliage is actually mostly 2D sprites. What you see as leaves or "flowers" or "fruit" of a tree (lets just call them EXTRA's) are simply 2D images copy and pasted inside of each other and rotated at different angles to gives the whole perception of depth, but without actually having to model and render and entirely 3D model
For a VERY CLEAR example of this, do the standard "out of map" glitch in Halo 2 - Delta Halo (NON REMASTERED) and as you pass through the boundary (which is all trees) you'll literally just pass through a flat 2D image of trees'
Pleeease devote a whole episode to Mexico and Guarma and World's End. The sheer scope of out-of-bounds area you can explore with the drinking glitch is absolutely insane. For instance, you can go up behind Manteca Falls and see a river that pours down into it and various fully animated animals that stay in place and don't run or attack you. There is an above-ground dev cube and a floating boulder in Mexico near the glitch train tunnel.
ALOT of people seem to want a part 2. I personally think i gave you guys the cream of the crop.
BUT maybe i'll boot the game back up for a stream and just explore Guarma and Mexico while chatting you guys up. You can find me on that really popular streaming site for video games and searching for "boundarybreak". I dare not speak its name on a competitors website
Good episode. Thanks bro!
would be awesome bruv
this was great. i love your work. For real, though, the taxidermist's cabin outside strawberry is wild. don't really know if it's considered out of bounds content though.
Also, there's one point where if you're looking at the old fort from across the river, you see people on horseback. it would be neat to see them up close.
what about the cave with the devil man. and following the wolf man in the first few encounters. there's so much wild content in this game
Just a random fact: LODs (Level of Detail) are numbered backwards. So LOD0 is the most detailed model. Lots of modern triple AAA games use up to 5 or 6 LODs depending on the object. And there are multiple methods of changing between them. Sometimes they just pop in, sometimes there is a fade from one to an another. And there are dynamic LODs too. So they morph to each other instead of changing models.
i can confirm this is true, it also helps the performance for the games, i don't know how it works in other engine but in Unreal engine, i found out a way to optimize the engine with a lot of "trees" in one place without making the fps drops, it's a life saver
@@IceBreak23 It works the same way in Source (Valve's Previous Engine). The most noticeable example is in TF2. When a character model moves a few meters away from the player, everything below the neck gets a lower poly count.
@@Kono_Dio-Da oh that's cool
modern game engines, especially deffered ones, have a hard time rendering semitransparent objects like smoke particles. they are usually rendered seperately and thus have no shadows and kinda wonky lighting sometimes. objects that fade in or fade between lods don't use this because if everything was a transparent object at all times, sorting would be an insane problem as well as the aforementioned graphical issues. so games tend to use hashed or dithered fading. that's why the transitions tend to look noisy. there is no semitransparency, pixels are either showing the object or not but they are so close that it looks kinda transparent
interessting
All that boundary break and we still couldn't find Gavin 😭
Could you find my friend gavin?
Grimshaw is Gavin, old news, but you might not know.
@@dylanmonstrum1538 how.
@@dylanmonstrum1538 The guy looking for Gavin is Gavin. That was solved a while ago when looking in the game files
I have theory that just came in my mind maybe Gavin could be part of rdr3 trough a side mission or maybe you would be able to find gavin
"The Good, the Bad and the Low-Poly"
And the trash
Such a underrated comment lol I love it!
Poly isn't low, she's just a little blue.
RDR2 was probably my top choice for Boundary Break and you did not disappoint!
Means a lot to hear that from you sir!
This is dank.
Anyone read that as R2D2 bec i did 😅
Shlock
Never fails to deliver. EVER
No matter where he took the camera he couldn't find Lenny:(
or gavin 😭
Lenny is a wily one, hiding just beyond that blinding white light.
LENNNNNY
@@ChrisNonyminus YNNEL!?!?
Rip lenny :(
This guy has nothing stored in his pelvic area is my new favorite insult
fucking flamed
"Is that a gun in your pants 'cause I don't see none, pardner."
If you break the boundaries far enough, you can reach Tahiti
It's a magical place...
Lumbago
This a reference to Boris the Rocket?
@@daleicious1528 no
@@daleicious1528 yes most likely
I love seeing the motion captured actors behave off-screen, it's just amazing
What's the significance with that t shaped pose and video games i don't get it?
@@vignjevicalex It's just the default pose models are in before animated
@@vignjevicalex the models are sculpted that way initially because it's easier to retopologize, unwrap and eventually rig for animation
Way late to respond, but in a panel Roger Clark actually explained that its to give the animators an easy signal for the beginning and end of a scene they mocaped
@@travisgilmore7339
The voice actor for Charles once bumped into John's VA by accident and knocked him on the ground with the helmet set up falling off but the funny thing is the head on his model went flying off in the air on the screen and the animators were back in the room laughing their asses off lol
He has a plan, to go outside the boundaries
ORORORORO!!! I spend half of my day sleeping! ORORORO!!! Then I sometimes get up and tell you that I am a famous content creatorORORORORO!!! Please don't sleep while driving, dear tony
@@AxxLAfriku What?
Have some da** faith
The white light at the end is the savior
Thinking outside the box
Seeing the Rdr2 map from high above is always so trippy as there's no consistent way to see it from above
That blocked off mine in Gaptooth Ridge got me the most when you showed that there's more to it behind the rocks.
It's a huge RDR1 tease.
It looks legit ported over from RDR1. I'm guessing that's what they did for New Austin originally and then replaced all the textures and models. It kind of makes sense because the scale seems a bit different than it was in the first game. Horses were faster in RDR1 but New Austin feels smaller in RDR2 probably because of the higher draw distance that wasn't accounted for when porting over the terrain.
@@TheDanteEX I'd also say it feels smaller because of no 'normal' access to Mexico.
But if RDO progresses time-wise like GTAO, then I have small hope that it'll phase out into RDR1 times.
@@TotemKommo-o Don’t give me hope.
Part of me wants to believe that R* was working on porting or remaking RDR in the future. I mean if they can remake GTA5 five times, they could do it for RDR am I right!
@@xvxvcaspervxvx not too sure about that now tbh from what I read on rockstars wiki before, is rockstar San Diego made the rage engine they use in games since GTA IV so only makes since to keep increasing the capability of the engine as is. So with that it would just be be matter of updating the textures where they see fit for which ones are in use, which is why some places have grey/low Polly textures they probably just removed the old textures files from rs redemption to save game space. Would still love to see a port for pc though.
I actually made it to Guarma in Red dead 2 online with some friends the first year of the game and it was one of the best experiences I’ve had gaming in so long! We used a specific wagon to ride out of the map and then called a horse to ride all the way out of the map to Guarma and it was just awesome! The map and all the animals is all there. Such a blast and I actually wanna try it again soon.
What wagon did you use?
How could you have made it if the player is not allowed to seim to penenentrary island east of annesburg
@@averagesionenjoyer8948 glitches. I did it one time using a godmode glitch and a gun glitch that would keep me from drowning. Also, when you’re going to Guarma you fall of the map from mexico and spawn their
@@averagesionenjoyer8948 guarma isn't connected to the main land its beneath it.
Using old glitches you had to go through Mexico and keep south until you fall off the map into guarma ocean and die. Then you would spawn there.
Pretty sure it's not possible anymore, you can still get out of the map using the slide glitch but I thing guarma has a load barrier around it now
@@EyyyTone mf im talking about the island thats unavaiable in online. the game telkeports you back to land when you are even in the middle halfway therre on a bboat
I'm burying a dev cube in my backyard, tonight
What are you gonna label it as
@@BabzaiWWP joe mama
So, how’d it go?
@@alexandercartagena6704 unfortunately not well... when he was planting it there was a huge earthquake because joemama walked onto his backyard
@@yvscrddn78 please stop
The game does the job of immersing so brilliantly that boundary breaks such as these seem unreal.
fr its almost scary
the grass hill house is both a slight reference to the hobbit, but also something that really existed during that time; Sod houses. In places where there weren't very many trees, but an abundance of grasslands, many out in the west would build houses out of sod. Basically slabs of dirt and grass cut and piled into layers to make a liveable shelter.
The wild west really was wild, and people had to live in unbearable conditions and get very creative to survive.
Thank you for this nugget of information I'll cherish it
That's a cool piece of history!
Yeah, in Colorado they called them dug outs. Supposedly they were less trouble to heat and cool. Since, under the earth is within a range of temperature year round.
Oh, that's why that other house is called Larned Sod
"He keeps his washrag stored in his right leg" That's really weird. I always thought it was most common to store it in your left leg
That's how I was raised, washrag goes in the left, soap goes in the right. Storing his washrag in his right leg, well, that just ain't proper!
@@Dargonhuman then you store backup soap in the balls
You guys use washrags?
Dutch: Here's how we're going to escape the law, we're gonna go...
Arthur: Yeah yeah, I know, Tahiti
Dutch: No, we're going to go out of bounds
So mexico
"We are going to download a mod menu and finally be free!"
"What the hell are you talking about, Dutch?"
wait but it's not a Friday
HE'S BROKEN THE BOUNDARIES OF HIS SCHEDULE TOO?! THIS MAN CANNOT BE STOPPED
He’s broken the economy by this change.
@@Higgs_Stranded This guy is insane. In a good way, though.
Underrated comment
Shesez: Why is all this stuff out of bounds?
RDR2: *That's the way it is*
It allll makes sense now
@@rileyjones. *You want some jelly beans*
No it damn well doesn't
Many people wondered if Sadie’s model is indeed in her house when she’s hiding.
It is. Can't remember what video or where I saw it but someone has covered the Sadie basement and yeah it's in there, doing a similar crouched animation loop like the Balloon guy, when Micah "discovers" the cellar she teleports to the bottom of the ladder, then right before Micah actually "opens" the hatch, her regular animation sequence starts where she's kicking and screaming and Micah grabs her by her arm and literally yeets her up the ladder and out of the basement
16:03 Good times taking over that fort in RDR1's multiplayer. It had cannons on the walls that could be manned. They defiantly ported things over
I won the algorithm lottery cause I finally started playing RDR2.
Enjoy your journey. My advice is to play it slowly. I'm jealous I can't play it for the first time anymore
Dude same! I just got it yesterday!
Same here, about a week deep.
Damn, that Playstation sale...
It's an amazing game. Take your time. Explore. Spend time with your gang. It's an experience that I wish I could have for the first time again.
Man. I have been missing out the past two years! At least it was a lot cheaper.
1:51 “This is some good shit, bro”
Lol
@@rileyjones. ur name is good
😂😂😂😂
These low poly models are cracking me up. I love them.
You're right
Ikr they're so great 😂
Potato mode 😂
Sorry to hear the TH-cam algorithm has shifted away from you.
Just wanted to say that I’m a big fan of the channel and I’m looking forward to more content! :)
A couple other things not mentioned in the video:
- You can find animals way outside of the map boundry, but they are not afraid of the player, so you can walk right up to them.
- Guarma must have a huge amount of cancelled content. The playable area we got is like a tenth the size of the actual island Rockstar modelled.
- The main map is fully detailed far beyond what you can see even from the Hot Air Balloon. You can ride your horse out for minutes outside of the boundries before you start coming across low detailed areas.
- There's a lake to the North outside of the boundries that you cannot see during normal gameplay.
- There's a devbox in the hills of Guarma that's NOT under the map, it's huge and floats above the ground. It's bigger than most of the buildings in the game and even casts a shadow.
I love no clipping through buildings and exploring well outside the playable map in this game, seems like Rockstar cut out loads of stuff.
What I don't realize is how come theirs animals that spawn out of bounds and why is the ground still walkable doesn't that take up memory or performance wouldn't it be better to just delete anything unnecessary
@@Thanos5 Yes, but with modern AAA studios working on an extremely strict schedule, they often don't have the time. And sometimes it's just pure laziness.
The flat trees are called "Billboarding" by developers. They are used at great distances as you don't need high detail models and they rotate to face the viewer. Obviously they never meant the viewer to fly or they would have constrained the rotation to only be around the Y axis I imagine. With the bulbs, you can see them from below, so that explains why they took that angle into account.
Yeah, I've been learning Unreal Engine 5 the last few months and I recently learned about billboards, LOD, etc
I don't know about anyone else, but for me this is the most anticipated video in the Boundary Break series, this game is one of the most fascinating to see what is beyond the boundaries :)
The off boundary areas are crazy
And one of the easiest to "break", everyone can do it (but without the cool tools of Shesez). It's really fascinating to explore the very large land outside the playable map, and Guarma.
You can honestly get like 3 hours out of this game for Boundary Break but the amount of work putting that into a video is probably crazy. There's so much stuff in RDR2's world.
Agreed, I've been waiting for 2 years for them release it.
Definitely, as soon as I saw the recommendation pop up I clicked it without hesitation. No regrets.
6:10 The "Hill house" is a sod roof home, which were somewhat common on the frontier as a cheap and effectively insulated form of housing. They became less common over time because they had a habit of collapsing. During the expansion out west, this was somewhat rare due to light rains, but it only had to happen to your home once to ruin it forever. Sears Roebuck contributed greatly to the adoption of more traditional american homes by selling precut walls and roofs in the early 1900s. In those days you could get a pretty decent single family home to assemble yourself for about $600-700.
They should make a pirated version of this game where all the the npc’s and environments are completely low polly
There is version you can pirate which is actually better due to bugs in the latest pc version
@@klurikon3004 there aren't many bugs in the steam version anymore
@@OllieMartinGamerlol , checkout RDR2 pc reddit
@@klurikon3004 I've literally just finished playing 50 hrs. It was buggy when it came out but it's fine now
I just want RDR1 on PC in first person view.
Omg it looks like cyberpunk in the beginning. Lmao
This isn't Cyberpunk 2077?
@@fetishwombat he means it looks like cyberpunk cause cyberpunk is badly optimized and can’t load properly so it looked like it
Having started trying to do game development, I can now see how easy it is for stuff like untextured items being in places you can't see can happen. Within the short time I've been doing it, I've ended up having numerous items end up untextured out of bounds already. I'll place objects somewhere, forget about them, and then when designing other stuff, I'll end up making changes to, or even deleting the texture, and end up moving terrain or object onto them, and I'll just have a shovel in a wall or something that's just grey. I can easily see such a big game having those.
I also get dev cubes now. It's so much easier to just plop a default object into the scene and attach your script to it, then move it to a place where you can't see. No need to worry about making it invisible or fit into the scene when it's under the world.
Can you imagine if they took the time to remove all of the unused assets, though? How much more performance and resources they'd get back if the engine and system didn't have to load it all? I mean, they have the time, and considering we all paid $60 for it, many paid $80 or whatever for the Deluxe Edition
@@DaysofKnight The amount of performance lost by a couple of untextured items stored off screen is negligable to imperceptible. 90% of games do not even render them in the first place if you can't see them. The vast majority of time, they exist as solely a few points of data points in storage. The amount of time wasted scouring the game files for a couple of items that didn't get used, all so they can save a couple of kilobytes and one one-millionth of a singular frame, is a huge waste of time.
@@BewbsOP You're kidding? There wouldn't be any benefit at all? With games these days reaching 100+GB, there would be no benefit???
@@DaysofKnight no. It wouldn't. Do you really think it would be worth the manpower to scour the game files to reduce the file by a whopping 14 megabytes total? Delay the game for weeks just to save a maximum of one thousandth of a frame? No. That's fucking stupid and wasteful to waste time and money doing something that will neither be noticed nor efficient in any way.
@@DaysofKnight assets that are out of bounds (under the map) are simply not rendered at all and virtually don't exist. The only reason why they do in this video is simply because as he goes under the maps bounds, it then starts to render objects on that plain instead of the game's main plain. (also why the GROUND literally vanishes and all you see are the assets placed on the ground; rocks, grass etc.)
This same exact method is also used when assets are out of View Distance (which is actually called Render Distance) for certain periods of time. AND in SOME cases this method is also used when assets can no longer be seen (e.g you've progressed past a point and can no longer GO BACK to said area) so the engine simply erases it from the scene until needed again.
Tl;dr - no it wouldn't really make a difference at all, considering these objects are hidden and essentially do not exist on a physical or virtual aspect. Sure, dev cubes are different but dev cubes are literally untextured cubes with no collision, physics or physical attributes at all and are simply visual placeholders for raw code.
1:57
“...Be a lot cooler if ya’ did”
i was expecting the UFO to be the same one used in GTA 5 but with different lighting, but this appears to be a unique model.
Finally a boundary break of red dead, it’s one of the best games I’ve ever played and there is so much to explore, definitely make a part 2, I’d love to see what’s inside the house that can be viewed through their windows but can’t go in, and the guy who is crying in one of the inns
I've watched you for so long and I'm still at a loss as to how you dont have more subscribers. The amount of effort and time put into these videos is crazy and I'm thankful for the opportunity to see how some of my favorite games work.
I appreciate that!
@@BoundaryBreak Of course dude! Hope you continue to grow. :)
The school house in armadillo is actually a theater, and if I’m correct that fort in Mexico is el presido
8:10 since it's a "sitting on a horse" pose, I would assume that the weird hand position is the result of inverse kinematics not having the data to put the hand on the oars and all of the horse motion data that gets added into the hand movement while riding.
The baloonist - and any other case when a character in this situation has an animation - it's easier to just pick an animation that has the pose which makes the character invisible/able to naturally rise from, and set that animation to loop until you need to show the character (which is when you transition into its proper animation system), because you most likely already have an animation like that, but you probably don't have a non-animated pose like that.
Thanks for this comment, I find this fascinating for some reason.
Could you elaborate a bit more on that? It is indeed very interesting.
I was thinking something very similar, however in the sense that the only other option they would have had for "static models" like this video stated is to place the T-Pose halfway thru the floor and just have him rise up as his animation sequence starts. But I can see that being very faulty or problematic so, like you have stated. It would be more practical to just give him a simple crouch animation looped infinitely till his regular animation sequence starts.
Lol I didn't read your second part properly at all. You already explained it and much better than I did.. GG
@@feloniousbutterfly i very much understand that, since I also find fascinating "insider info" from an area I don't work in. that's why I enjoy providing this kind of info for other people, from the area i do work in, but they don't.
You put 160 hours in this and it does NOT go unnoticed. Thanks you for all the hard work. I've been with the channel for about 2 years and it's getting better with every video. 💓
Damn you TH-cam for not pushing this video out there! It's amazing!
This is wholesome. No clickbait. No nothing scummy. Just hard work man. Keep at it and you will always have my sub ❤️
inb4 "Fully Modeled Butt"
CHEATER!
Fully Modeled Butt!
Hello.
Im from the future...
I saw that u did a video on life is strange... all of them... well... only the good ones....
Shashumga
Noice! 👍
14:18 I remember going in there all the time in RDR1's multiplayer to restock on dynamite & level up
15:10 That is not a schoolhouse it was a theater in the first game and the back room with bed and shevles is tied to a stranger and freak mission
To be fair, it would be kinda awkward for the devs to model Arthurs's junk.
there's a dev-cube somewhere in the middle of Mexico
Probably to trigger the Mexico music
also i think the bongo's from Guarma start to play if you're at the furthest south and east.
so head south first until you hit the blurry land and then go east. you have to go past the black border at the bottom of the map.
@@travismeta3727 Yeah it's prolly just for music but I really wanna believe it's for something bigger, y'know?
I'm glad I won the YT lottery again tonight. Thank you for the great video. I can't tell you how many "interesting things about RDR2" videos there are that don't explore past Chapter 1. Thank you for including mid-late game stuff as well. You rock.
thanks for noticing man. Makes the effort worth it
Getting outside of the playable map was unreal. There's still so much detail beyond the boundaries. Getting to guarma early was a lot of fun.
Jack: *gets kidnapped*
All of the gang members: *t p o s e*
Just commenting to help get the video promoted in the algorithm, pard'ner 🤠
Replying for the algorithm
That's mah booiiiii
Do replies count?
@@danielbruno1718 yes every reply counts as a comment you can see it on small youtube videos
I love the last part where Arthur walks besides the edge of the world slowly as you are closing the video, it gave a unique feel...
I'd love to see an episode 2 of this this game has way too much content to be uncovered
Very true
Ah, good stuff! We need to see inside the house at Emerald Ranch though with the girl in the window!
The fact that your viewership went way down is such a shame. I’ve been subscribed for a while now and am always keeping my eyes open for new episodes. Keep it up!
6:58 - 7:22 minutes into this video, and then it hit me: 'this is a lot like looking at Westworld, the video game (in Dev Mode)'. I appreciate the digitally existential tour you got goin' on here, Shesez!
Whenever I get a notification for a new Shesez vid, I take a break from whatever I'm doing. Gotta make sure to watch it before DMCA takedowns :( killer work as always!
1:43 they've seen some shit
Oh god the music at the end is taking me back 🥺 still gets me 😭
I just beat this game last week, what are the odds? 200 hours is a lot of dedication for one video, but this game deserves it.
I have a plan to watch this.
It's awesome seeing the character models are like acting that waits in the corner for the Director to tell them to enter the scene.
That one dislike was from an O'Driscoll who didn't had faith !
I mean this is honestly giving a lot more appreciation for the development of the game more than anything
at 6:00 the woman in the out house with the cleft lip... im pretty sure that's how they would treat deformaties inthat period, not to mention mental issues. it's interesting the game showed this.
Im just now realizing the amount of effort and time it takes to make one of your videos , 160 hours of footage for a 16 minute video....thats dedication! I loved this one though so thank you, keep making more!
If you go to Guarma at night with mods, you can actually see the lights of Saint Denis and Blackwater along the shoreline. Then using a teleport mod (or no clip depending on the mod) you can can dash to and from Guarma and the main map.
What else i found interesting; is how MASSIVE the games map really is! It extends so far from the actual playable areas! Most of these extended areas are also textured!
I really appreciate how much attention you pay to the comment section and your viewer analytics. Been following your comments about the websites adjustments to who sees your content for a while. Would love to see you make a bunch of cyberpunk videos. Lots of out of bounds content to be found.
0:03 me and the boys playing cowboy RuneScape
16:12 I'm pretty sure that's where John catches Javier
legit surprised you did the PC version and didnt look in to that one mod that lets you "fly around" to show us a good look at the volumetric clouds. they have real depth amazingly. like they did real good on that and you probably would know without being able to, well, fly up there and look at it all.
the particle system for smoke, fog and clouds in this game is unbelievably realistic. The clouds literally form like real life (obviously at a lot faster pace, but still)
it's fucking crazy honestly
I just got recommended your channel for the first time in forever even though I love your channel and have been subed for a long time. You’re unlucky with the algorithm i feel like. This series has always been underrated.
I actually just learned this my my history class, people used to live in those homes that look like hobbit holes,
I think they’re called Soddies.
This channel is such a gem, especially if you’ve played any game in extreme length.
Fun fact: that IPL text you saw references Rockstars IPL system, I don't know what IPL stands for, maybe Interior Prop Loader, but in GTA V they are used to load some specific scenes/areas such as the different variants of the O'Neil ranch, the Aircraft Carrier, UFOs and much more. "VAL_03_DEFAULT_JAIL" is probably the name of the IPL for the jail right above it, obviously and VAL means Valentine. I haven't played through the entirety of RDR2 yet but if the jail was, for example, destroyed, It would probably load "VAL_03_DESTROYED_JAIL".
@@AutisticTorch thought the same, and I think OP is right, cuz sometimes some of the gang members place dynamite in the wall to blow it up and help Arthur escape
I've only seen that one in Rhodes though, so I could be wrong
IPL stands for Internal Prop Loader btw
I've watched pretty much every single video you put out, but it took 3 days for youtube to finally recommend this one.
Hey, I don’t have twitter but can you boundary break DEATH STRANDING? I want to see if the bb has textures in its case
you mean the FIRST STRAND-TYPE GAME!?
@@michaelmorris2146 Underrated comment you got there, sir.
BRO OMG YES THANK U SO MUCH FOR THIS EPISODE. I SEARCHED FAR AND WIDE FOR AN OUT OF BOUNDS RDR2 VID.
I see low-poly models and I start to wonder: "Did I misread and accidently entered to a LowSpecGamer's video or is this really Shesez's channel?"
I thought that too.
Or potato mode.
8:05 "Mr. Cornwall, sir. If you could just watch me nae nae on dutch, this wouldn't be a problem anymore"
*I love gun, pow pow game*
I hope the viewship picks up. I've been subscribed for awhile now since I first found this channel and its my favorite. I hope you can continue doing this freely.
So I just got RDR2 like 3 weeks ago, how the hell did he know that I wanted this video.
Cuz uhhh Google knows a hell of a lot about you
And this is not a conspiracy, it's a fact, mate
I did the bridge glitch and got flung into the North, past New Austin's border. The sheer amount of land that is detailed and explorable beyond the game's normal open world is genuinely staggering, there were still animals, trees, a frozen lake, hell, even deformable snow all the way out in this area of the map that Rockstar would never expect players to reach. Just goes to show the sheer size and attention to detail in this game.
0:03 So I guess this is was CD Projekt Red meant when they wanted Cyberpunk to be at the same quality as RDR2...
I thought exactly the same. Thought he would made such a comment to these models. Fine man not to do so.
These videos are really cozy to watch. TH-cam suggests a lot of content that stresses me out on different levels. Drama and even some videi essays about negative stuff. This is just stiff found on videogames. I always revert back to these videos when i can't take in all the drama and negativeness of the internet!
Commenting to stimulate the algorithm
Came across this channel by mistake, absolutely love it. Good work pal.
My man drops a big one after being away for a month. Glad you're back!
Fun fact about the cardboard trees, that's how trees work in literally every game ever, same with ALL foliage.
It's because other than the tree trunk, foliage is actually mostly 2D sprites. What you see as leaves or "flowers" or "fruit" of a tree (lets just call them EXTRA's) are simply 2D images copy and pasted inside of each other and rotated at different angles to gives the whole perception of depth, but without actually having to model and render and entirely 3D model
For a VERY CLEAR example of this, do the standard "out of map" glitch in Halo 2 - Delta Halo (NON REMASTERED) and as you pass through the boundary (which is all trees) you'll literally just pass through a flat 2D image of trees'
Just 7 more hours of work and I can watch this.
Two years it took. To have this video. It was worth the wait ❤️
Huh I'd love to see an episode of you just showing us México in the game it looks very interesting.
Thank you for those 170 hours I would love it if you make a part 2
Man I feel like playing Red Dead again
The theatre interior is beautifully modelled I must say.
0:41 - Also known as Cyberpunk last gen console NPCs.
I think the possibility of the mo cap actress that answered the door accidentally having her actions recorded is just so cool
A Mexico video would be really cool actually
yup, that'd be cool
If you clip into Mexico; its stretches for quite a while! Its impressive really! Most of the textures are there from the 1st game as well.
@@xvxvcaspervxvx I wish it was fully raalized
Pleeease devote a whole episode to Mexico and Guarma and World's End. The sheer scope of out-of-bounds area you can explore with the drinking glitch is absolutely insane. For instance, you can go up behind Manteca Falls and see a river that pours down into it and various fully animated animals that stay in place and don't run or attack you. There is an above-ground dev cube and a floating boulder in Mexico near the glitch train tunnel.