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Dark1x

Digital Foundry
Verified
Oct 26, 2017
3,530
Whew, glad this two parter is finished. Over an hour long taken together.
 

elektrixx

Banned
Oct 26, 2017
1,923
Another fine feature, and I'm glad Sunshine got the attention it deserved because I wanted to hear all the detail.

Recent water I've liked in games include Grand Theft Auto V (even on 360) and Uncharted 4.
 

Chairman Yang

Banned
Oct 25, 2017
2,587
Part 1 was amazing. Both broad and deep, covering the big guns and also lesser-known gems like Terra Nova, with carefully-curated footage that gives appropriate coverage to technical, visual, and gameplay aspects. Along with Mark Brown's Game Maker's Toolkit, this is the best video game commentary on YouTube. One small suggestion: the creator should caption the game name, platform, and year, rather than just saying it.

Watching Part 2 now.
 

GeoGonzo

The Fallen
Oct 25, 2017
4,328
Madrid, Spain
Those were two really well done videos. I love how they casually end with a video of real waterfalls, showing how much room for improvement still exists. Water was never easy.
 

Dr. Caroll

Banned
Oct 27, 2017
8,111
All in all a really good video. It's great see so many 6th gen titles explored.

However, I'd like to point out an oversight, albeit an obscure one that I can't blame John for missing. In the original Far Cry, the game used an obscure Windows function during water reflection to prevent objects on the other side of the water appearing in the reflection that was broken after Windows XP, resulting in landmasses disappearing from reflections in Vista onwards. This was recently fixed in a fan patch. https://github.com/CookiePLMonster/SilentPatchFarCry The holes John noticed are a result of this bug.
 

Dr. Caroll

Banned
Oct 27, 2017
8,111
The section on faked water caustics in games like FEAR got me thinking. I don't think any game on the market features truly realtime water caustics. But Crysis 3 did have a fairly nifty trick that falls apart scrutiny but solves the problem of rippling water not affecting the environment lighting.


When you ripple the water, it's like there's this localized wave of light that accompanies it, playing across the environment. The reason the effect falls apart is because the caustic effects appear even if there's no logical light source for them. In a proper simulation, you'd be able to see the source of the reflected/distorted light. That said, it's dynamic caustics which you don't see often.
 

-shadow-

One Winged Slayer
Member
Oct 25, 2017
6,110
I'm rather amazed how smart the solution is for Sunshine, but it still looks absolutely stunning. I'll continue with the rest of the video, but man that Sunshine water!
 

SeanMN

Member
Oct 28, 2017
2,187
These are maybe my favorite DF Retro videos so far, great work!

I do kinda feel like water rendering has progressed a bit slower this gen compared to others, though I think there's some exciting stuff in the future. Specifically, I was absolutely floored by the (very) brief display of water in the Halo Infinite teaser.
 

Easy_D

Member
Oct 28, 2017
2,275
Finally! Loved the first part and this is just as good, massive props for making these and the work put into DF Retro in general. It's my favourite "segment" so to speak.
 

DieH@rd

Member
Oct 26, 2017
10,567
Shame there were not many examples of excellent water tech in gen8. Something like "top10" water tech in gen8 could be agreat video.

Hopefully, visual effects of rain and snow will be next :)
1894739-rfomtry.gif
 

Easy_D

Member
Oct 28, 2017
2,275
Shame there were not many examples of excellent water tech in gen8. Something like "top10" water tech in gen8 could be agreat video.

Hopefully, visual effects of rain and snow will be next :)
1894739-rfomtry.gif
Weather in general would be a great topic to cover, could include games like the one in your gif, or the "How the fuck did they pull this off on a Wii" snow seen in Silent Hill Shattered Memories. Or the still massively impressive thunderstorms in Stalker.
 

brainchild

Independent Developer
Verified
Nov 25, 2017
9,480
Dark1x

If your goal was to make me parched as hell, then congrats, you've succeeded!

No seriously though, great work!
 

neon_dream

Member
Dec 18, 2017
3,644
This was my most anticipated sequel of the year.

The first 15 minutes was already amazing. I love hearing the technical explanations, all the way down to hardware memory tricks. Great work by DF.
 

Tibarn

Member
Oct 31, 2017
13,370
Barcelona
Great video. It made me remember the times where Nintendo games were not only artistically incredible, but they were technically above most games on the market too.
 

low-G

Member
Oct 25, 2017
8,144
The section on faked water caustics in games like FEAR got me thinking. I don't think any game on the market features truly realtime water caustics. But Crysis 3 did have a fairly nifty trick that falls apart scrutiny but solves the problem of rippling water not affecting the environment lighting.


When you ripple the water, it's like there's this localized wave of light that accompanies it, playing across the environment. The reason the effect falls apart is because the caustic effects appear even if there's no logical light source for them. In a proper simulation, you'd be able to see the source of the reflected/distorted light. That said, it's dynamic caustics which you don't see often.


Wolf 2 has a similar effect as Crysis 3, but won't 'real' water caustics require photon mapping as well as incredible fluid simulation? We'll be lucky if we see that in real time in our lifetimes.
 
Oct 26, 2017
6,571
Hydrophobia was something else. The way water flows into rooms is extremely cool.

Still Bioshock to me is still the best water in gaming. Mainly because it is artistic and not merely simulated. It is a collection of brushes to paint each single scene to perfection.

To think that most of the water effects in that game were done by a single person is just amazing.
 
Hydrophobia was something else. The way water flows into rooms is extremely cool.

Still Bioshock to me is still the best water in gaming. Mainly because it is artistic and not merely simulated. It is a collection of brushes to paint each single scene to perfection.

To think that most of the water effects in that game were done by a single person is just amazing.
It's really impressive just how well Bioshock holds up visually. In an era that was rapidly being taken over by UE3, getting a UE2.5 game that more than kept up with games on the newer engine was quite the feat, and it's a testament to how fantastic the art direction was in that game.
 

New Fang

Banned
Oct 27, 2017
5,542
Another great video John. I can still recall the shock at seeing how good the water looked in Sunshine back in 2002. Wave Race Blue Storm was also incredible. Fun seeing both examined so many years later.
 

scrabble

Banned
May 8, 2018
150
The 360 version of Far Cry Instincts is probably the best example of water on the system. Surprised they only featured the og Xbox version.
 

Cow Mengde

Member
Oct 26, 2017
12,713
Woohoo! Was really excited for part 2. I was surprised he covered Wind Waker since it was cel-shaded, but I guess the amount of water in the game can't be ignored even if it didn't mesh with the other examples in the game.
 

Knurek

Member
Oct 26, 2017
4,335
I'm glad John has discovered (at least that's the first time I've heard his music used in DF Retro) Ryu Umemoto, losing him back in the 2011 was IMO the second biggest loss in the gaming industry (after Iwata).
Great video as always, always the high point of my Sunday.
 

ss_lemonade

Member
Oct 27, 2017
6,657
Great video as usual DF!

One thing I always noticed with Halo 3 are the ripple animations cutting off after a split second. You can see it too here at around 28:12.

Also, what was that one FPS PC game that used nvidia physx fo water simulation? I don't think it was a good game but it was one of thise early titles known for physx support
 

brainchild

Independent Developer
Verified
Nov 25, 2017
9,480
The section on faked water caustics in games like FEAR got me thinking. I don't think any game on the market features truly realtime water caustics. But Crysis 3 did have a fairly nifty trick that falls apart scrutiny but solves the problem of rippling water not affecting the environment lighting.

When you ripple the water, it's like there's this localized wave of light that accompanies it, playing across the environment. The reason the effect falls apart is because the caustic effects appear even if there's no logical light source for them. In a proper simulation, you'd be able to see the source of the reflected/distorted light. That said, it's dynamic caustics which you don't see often.


No game has true caustics (physically accurate caustics are a pain in the ass to render and probably won't be fully accurate until spectral rendering becomes the standard), but Crytek's caustic solutions are pretty advanced considering how they factor in the index of refraction into the equation.

I should probably give some honorable mentions to Nintendo as well.

Pikmin 3 on the Wii U has fully interactive caustics. Not too often that you see that! Not physically accurate in terms of IOR, but correlates well with the water's behavior.



And Super Mario Odyssey's 3D caustics are PBR based, so the reflectivity of the caustics will depend on the material it's interacting with. It does NOT, however, correlate with the water's vertex displacement, despite being a real-time effect. I assume this is because the performance cost of doing so would be too high.

 
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Remo Williams

Self-requested ban
Banned
Jan 13, 2018
4,769
I loved both parts of this feature. Still, a lot of interesting games were entirely ignored. Almost all Xbox 360 era Rare games deserved at least some footage, and while I understand not featuring Sea of Thieves (it got its own video), Kinect Sports Rivals should've been there. Likewise, some smaller titles like Undertow, and Super Rub 'a' Dub. Shame about Uncharted as well.

But I won't complain too much, this was still beautifully done, as always.
 
No game has true caustics (physically accurate caustics are a pain in the ass to render and probably won't be fully accurate until spectral rendering becomes the standard), but Crytek's caustic solutions are pretty advanced considering how they factor in the index of refraction into the equation.

I should probably give some honorable mentions to Nintendo as well.

Pikmin 3 on the Wii U has fully interactive caustics. Not too often that you see that! Not physically accurate in terms of IOR, but correlates well with the water's behavior.



And Super Mario Odyssey's 3D caustics are PBR based, so the reflectivity of the caustics will depend on the material it's interacting with. It does NOT, however, correlate with the water's vertex displacement, despite being a real-time effect. I assume this is because the performance cost of doing so would be too high.


This is why I've always been a fan of the visual direction that Nintendo takes with their bigger titles, since for as seemingly simple as they look due to the more cartoonish art styles, they're also doing some incredibly advanced work behind the scenes that helps to make those worlds feel all the more tangible. Pikmin is an especially good example to bring up, since they've always done stuff that's really impressive from a technological standpoint.
 

Adam802

Banned
Feb 12, 2018
660
Hell yeah, Sunshine the GOAT!!!!!

Also still want that DF retro on the Turok xb1 remasters John! :D
 

tuxfool

Member
Oct 25, 2017
5,858
The section on faked water caustics in games like FEAR got me thinking. I don't think any game on the market features truly realtime water caustics. But Crysis 3 did have a fairly nifty trick that falls apart scrutiny but solves the problem of rippling water not affecting the environment lighting.


When you ripple the water, it's like there's this localized wave of light that accompanies it, playing across the environment. The reason the effect falls apart is because the caustic effects appear even if there's no logical light source for them. In a proper simulation, you'd be able to see the source of the reflected/distorted light. That said, it's dynamic caustics which you don't see often.

IIRC GTAV implements it for small bodies of water like swimming pools, though they're faked too.
 

Deleted member 15538

User requested account closure
Banned
Oct 27, 2017
3,387
Part 1 was a bit boring but I appreciate these kind of videos, will download it for my next flight.
Give us some snow too!
 

Y2Kev

Member
Oct 25, 2017
13,863
Resistance 3 has very cool weather effects. It's a shame the game runs at 5p because it's so cool. The whole series has great weather actually. Well, not R2. R2 has great nothing.