John is back for part two of in-depth look at water rendering in classic games, as we complete our look at the PS2, Xbox and GameCube eras and dip our toes into last-gen!
Part One Thread by Theorry: Here!
John is back for part two of in-depth look at water rendering in classic games, as we complete our look at the PS2, Xbox and GameCube eras and dip our toes into last-gen!
Because water is serious business!
Whew, glad this two parter is finished. Over an hour long taken together.
Gonna watch right now. I hope to see banjo kz and conker.Whew, glad this two parter is finished. Over an hour long taken together.
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.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 :)
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.
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.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.
Where is Kung Fu Panda: The Videogame?
I think it was pretty impressive back on its day.
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.
I mentioned it in the first part. Far Cry 5 was used to show limitations of SSR and why people complain about it.Great video but its puzzeling that there was a mention of far cry 5 but no sea of thieves??
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.
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.
I mentioned it in the first part. Far Cry 5 was used to show limitations of SSR and why people complain about it.