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Die Technik von Yooka Laylee and the Impossible Lair | SambZockt Show

Mar 30, 2024
Before we begin, the following technology video is about the Waters Switch. If you want to know more about it or ask a question about later games, you better follow me on Twitter. The tweet about Orosz is now online. Ok, come on, the first Joker Lady game has appeared. The general opinion is quite mixed, I personally had a lot of fun with the game, but I still had my reasons to be disappointed. The next version and the Playstation 4 version are at 30 frames per second and the game just doesn't look like that. justified by the people at Plutonic worked with the unity engine for the first time and PC was the main platform, meaning that the game was first developed for PC and then ported to consoles by the publisher team seventeen, this version was later taken over by playgenic In itself and was quite impressive on board.
die technik von yooka laylee and the impossible lair sambzockt show
It ran at a stable 30 frames per second, which made the weak performance on the large consoles seem even more strange. For the next nine years, the platform was Nintendo Switch, which means not only. It looks good, but it also runs at a stable 60 frames per second like they did and what kind of tricks they used, that's what we're looking at now, so technically we'll be fine. I'm making an extremely bold statement here that will probably irritate a lot of people. I am stating that this game does not use mapping so that shadows are not precomputed, especially after Job Inge Friehs' tech video market, which at first glance seems strange to many, but I know that Unity Slide Knife and I know that it is slow and prone to bugs and unfortunately creates memory intensive maps, which is why the lighting in the game only uses dynamic light sources.
die technik von yooka laylee and the impossible lair sambzockt show

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die technik von yooka laylee and the impossible lair sambzockt show...

But how can it be that from time to time we see shadows so strangely soft that they clearly look like a light map and not the normal shadows that one calls from the unique and light cookies in unity or sorry, the professionals in you are the solution here. The cookie can be imagined as if you were cutting a hole of a certain shape in a sheet of paper. and then holding this paper up to a flashlight, the light thrown out has the shape of the hole in the paper and that is exactly what makes a sorry cookie cut it out, so to speak, the shape of the light, so, for example , can. just plot the light reflections on a flashlight as a graph and then use it as a light cracker and that's why all the old Unity horror games look the same because they use the flashlight.
die technik von yooka laylee and the impossible lair sambzockt show
Lie to me that Unity just comes with this technology. In many areas, Sonic has simply put a tarp in front, for example in the areas of houses, so that they are completely impacted. Cookies are simply grayscale graphics where black means no brightness and white means full brightness. So, for example, you make a graph that. It looks like a window frame or your windows and can create a spot that allows light to shine through a window at night and this has many advantages. First of all, all real-time shadows can interact with it, which means that real-time shadows can interact with it.
die technik von yooka laylee and the impossible lair sambzockt show
The shadows of the figures disappear even in dark areas and the figures can also receive light. The silence is almost as if Unity has the ability to produce very soft shadows, which unfortunately is not the case, so you can often tell by the shadows if a game was created with Unity. Another important advantage is that there are no cookies. additional. You need large textures and that saves texture memory and keeps loading times short. It's also helpful that you can logically use it over and over again. On the map, for example, you would have to calculate each wall separately.
Of course, it takes a little more power to place a dynamic light, but if you optimize the game for this from the beginning, you can create shadow effects that wouldn't otherwise be possible. possible in the other world, like for example in me, they were used to create the shadows of the treetops, which also looks very cool. The trick here is to simply not have directional lighting or position the sunlight so that everything is illuminated. several spotlights, so there is also an opening when you enter the forest, so that it is not so obvious that the sun is off here.
It's actually a shame that almost no one uses them properly when I'm tracking my stuff. I currently have 4 volumetric lights around, I put it on at night to recreate the effect when the light rays become visible through the fog, like on foggy nights or just at the disco. However, in the short term, a huge amount of energy. One way to save energy would be to give up dynamics. Depending on how you work it out, you can also use volumetric lights in a similar way to shadow banks, so pre-calculate with static lights and a monolithic effect that doesn't have to be that way.
Paying attention to the surroundings dynamically is enough. That's mostly outside of my gaming blog. I also used a dynamic effect for the Halloween world that was wonderful on PC when they ported the game to Switch, but then the console wasn't happy with it at all. so I needed a different solution. There is an advantage to the Lucarelli blog plugin: they both have the camera always facing in one direction and that means we can do everything completely, we can do it as long as we have already created the first 3D games and everything. What we need is simply graphics and pixels wide and in many cases just one pixel high.
The answer is simply two screens. You can't imagine how much prettier a man ten can be with some cleverly placed rays of light that are only half transparent. Galeli uses this everywhere. Are they larger and therefore blurry because they form the atmosphere? From time to time they are narrower and sharper to imitate intense light. If you pay attention, you'll notice how often tectonics use this, sometimes so discreetly. and subtly that you can see it for the first time. Even on normal 10, many of these stripes of light are placed in the background to give the background a little more variety.
In fact, in the end I was impressed that the Fed didn't do it. cause problems with such large transparent areas, but we'll get to the raid topic when we get to it. A negative example is when too many transparent objects near the camera literally kill the frame rate in the meantime, but let's enjoy environments that are even more beautiful thanks to these fake volumetric lights Sonic Adventure on Dreamcast there is an effect that I love in video games and there many ways to implement it. I'm talking about kosmix, the result if there is no refraction and so in some places it is more intense than in others, in a nutshell, something like letting light pass through a glass when you are in a pool and there is one there, For example.
Then the light from the underwater spotlights is refracted by the water waves and projected onto the high ceiling. This effect is one of those effects that we rarely see played in video. But Pecnik wanted it and I briefly wondered how he did it. One thing that is important is the reflection of light. In reality, it is always false. You could change that ASAP with ray tracing, but it's always about creating a caustic texture and then having it somehow border certain surfaces. The researchers decided on a simple way to do this and created a short animation that. it just plays on an endless loop.
You can also program a shader to create this pattern on its own, so to speak, but in most cases a short animation will do. Well, first guess: you have duplicated the polygons in which the costs are located. should appear and I put it forward slightly, then I slapped it on the texture and made it transparent. I came up with this because there were objects like the reflection of light was sticking out of the water in one place, so if they were standing still a little. away from the wall, it was like it was some kind of bowl around the wall but no, that's just an optical illusion, the kallas would be the next idea, you would simply be in the 3D model in main where the costs should appear but that too It has been disproven because if you look closely you can see that the figures receive the light.
Can't you just paint it? It is dynamic, but there are no cookies to regret it because there is no light source. So really it can only be. a feature that almost no Note 2 Unity is completely hidden. The old projector is designed for this purpose. To project a texture onto all objects in a given area, to use it you must create an empty game optic and then attach the project. component yourself and then it only worked if you used the old standard Unity assets and got the appropriate shader. When all that is done you still need a script that changes the textures and you can have your own koszics.
A projector has many disadvantages. for example, the image is also displayed on the back of objects, but here again it benefits the game. Having a static camera that knows the projector in Tonic is clearly clear because the point is that Yukon Scotswoman Amy is also a projector that exists so that platforms become platforms. easier and that is why everything is a very special unit that is hardly used today. Apparently it's not something that bothers everyone, as when the game first started, there were extremely long loading times at the beginning when you played. for the first time it has an extremely long loading time at startup, which is always and then one when you go to For the first time in the upper world comes the first thing I can explain here the food packs are unzipped and I guess We already have many professional developers .
Sonic didn't know that if you change the compression to Unity, the compression time is reduced by more than half. That's why the memory required of the game is a little more, but you should have known that. I used the faster compression, so I don't want to know what it would have looked like with the other compression method, but it has a lot of Unity developers who don't know that if you do that. The first time you die there is still a very long Load Time until you land in the world and I admit it's hard to explain.
I don't know what the game does when it hangs in the background when it loads the world first, but after doing so or if you just start the game. playing for the second time, all the loading times are very short and even more impressive on the Switch since the slowest platform is that when you enter a level and then for example enter a building in the level it almost looks like a stent . Here in the background what is loaded, the loading times are very short, well, there are no loading times because this panel that appears is purely cosmetic.
Every time the level is selected, the entire level is loaded, so all areas that do not. belonging to the main level you can also easily find out by yourself by losing your song in this position in the first level, for example, if you rush and enter Ender's building and come back out the other door, you can hear it very well. leaving briefly on the left speaker. This is because the part of the level directly to the right is indicated here, nothing is ever downloaded, it is just constantly everywhere, even if you go to it and restart the level, nothing is loaded, everything.
Destroyed crates, defeated enemies, and everything else simply reset, saving you loading time and you can move on right away. Unity is impressively good at keeping large levels in memory, which is why the overworld map is fully loaded and you enter a cave. or the forest, then a brief fade-out appears and the game teleports you somewhere, but the area has always been there and no reloading was necessary. Choppy loading issues like the one caused by scrolling left in the remake are avoided. Small areas do not need to be reloaded all the time, but a huge area is loaded once.
This is all due to the clever reuse of many graphics. I guess the world, as it appears visually. , is made up of many small modules that come together, that is, the grass area module gives the straight path module, the end of a path, module, etc., something like that and they come together like Lego bricks and the Building model is always the same, which means you have to load it once and then place it hundreds of times thanks to all the decorative objects like stones, grasses, flowers and other things. It doesn't seem so repetitive and it doesn't feel so repetitive.
It looks too much like a checkerboard pattern. In theory, the trend could have continued with the modules. If the modules were even more organic then you probably would have needed a few more, but I think I wouldn't have been so naive with this style. It is already consciously chosen. So if you make a game with unity, try to divide the game into fewer small levels and stick with it. Always pay attention to how long it takes to load the level in the game. This saves you a lot. frustration and players, a long loading time as usual.
I asked you on Twitter if you had any questions about the game's technology, and surprisingly, you asked exactly the questions I wanted answered anyway? So,let's start with the smallest ones.Questions that do not need to be directed to a dream and ask if the game is technically more advanced than Donkey Kong Country tzschoppe in tile and to that I can only say no, unlike the best vries users, the game It also uses a lot of dynamics. light sources and new mappings for each surface. Each level 1 floral effect and also very modern, as it not only softens everything but also makes shiny objects really shine.
Unlike double gefrees, the resolution must also be reduced. works in 765p and shopping de vries uses it in 1080p But also, for example, many cleverly placed fake objects DIY, not just 2D plans, many buildings in the village are themed, for example, they are simply smooth surfaces with a texture Overall, much of the background is just 2D, but it's implemented so well that only now you can do it. If you look closely you can see that yes, it is technically advanced, just set a different approach, go ochs and. flo egger jockel wants to know if there are micro stutters typical of unity, no, there aren't, but they aren't typical either, they are only typical if you don't know why you are making a game, that would be like saying they are the typical calls there are stutters because the rhyme runs so badly on the switch always depends on what a developer does with an engine and many have spent years developing just for that PC, which means they have learned a lot of very important things regarding optimizations.
Like in July, it

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s what a game can look like if you use Unity and also have an idea of ​​the development of the game. It remains to ask if the program code is very different from that of the 3D branch, you can be sure that almost everything was completely. rewritten. I imagine they used the self-built operator handler again because the community itself is garbage, but otherwise I don't see any reason to use the old code again because I'm under a lot of time pressure right now, but the episode has to do it. they appear very slow in Canada, not all people mention it, but many want to know how the filter toners were made and why they run on the switch with 30 frames per second.
As already said in the last video, each filter is a post-processing effect that can also be stacked on any performance limit effect. One unit more and others less seems to have decided very tonic to limit everything to 30 frames per second if only one is activated filter. The game itself is already optimized to be very close to the 60 frames per second limit. Each additional filter guarantees to bring the frame rate below 60, but at the same time also

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s what it would be like if the optimization had been saved and the game would have appeared on Switch with 30 frames per second.
I would have classified it as unplayable in some cases due to the high accuracy. Jumps just become unnecessarily difficult, making the parents mostly pure image processing filters, just a Gameboy filter. I'm a little unsure because all the hard edges are a dark color. one-pixel-thick border, which you can see particularly well if you also use the Gameboy resolution filter. The outlines of the individual objects have a kind of outline and that means that the effect definitely has to use the buffer set and that in turn means that it is not just a simple image effect, but at some point you really get to the point where which the developers themselves would have to ask and that's it with uk, a little technical masterpiece when it comes to maximizing the unity engine yes If you like these types of videos then hey, I'm always happy to get a thumbs up and of course , a subscription with an active campaign so you can watch these videos too.
If you want to support me, for example, you can publish a blog. -Order the Gerd plush and only use the reduced price for one more week. Actually, it would already be high from today, but they are stuck at customs, so you still have a few days, of course, you can also mine. Buy the locked game. Steam or on Switch or just support me directly through PayPal which means this channel is actually currently funded and on that note a big thanks to my main agent called talks on neo 1 27 Robin Thomas well Anna the goods club last phone hype and yes thank you very much and thank you for watching, see you next time

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