𧡠Untitled Thread
Anonymous at Sun, 8 Sep 2024 13:03:53 UTC No. 994681
Hey /3/ help a retard out, what is Valve using to create these effects in Deadlock?
It doesn't look like polygons but don't look like simple bumpmap/normals either because when you clip into these geometries it's not just a texture on a flat plane.
Also at the end of the webm you can see that the effect breaks at extreme angles.
Anonymous at Sun, 8 Sep 2024 13:10:32 UTC No. 994682
Probably parallax mapping.
Anonymous at Sun, 8 Sep 2024 13:20:42 UTC No. 994686
>>994682
Yeah it looks like it, but it's odd that when clipping into it it's not flat.
Anonymous at Sun, 8 Sep 2024 16:32:09 UTC No. 994695
when upclose its a displacement map when just a little far away its a parallax map
Anonymous at Sun, 8 Sep 2024 17:37:08 UTC No. 994704
>>994695
It would be more expensive to switch between displacement and parallax mapping than just using displacement mapping alone, and ofc using displacement mapping alone is more expensive than using parallax occlusion mapping alone.
Anonymous at Sun, 8 Sep 2024 22:45:45 UTC No. 994729
Does POM always warps this crazy like 0:30+ at such angles?
Anonymous at Sun, 8 Sep 2024 22:56:25 UTC No. 994730
>>994704
There a billion dollar company, I donβt think money is an issue.
Anonymous at Sun, 8 Sep 2024 23:05:23 UTC No. 994731
>>994730
Are you feeling okay? He's obviously not talking about money.
Anonymous at Wed, 25 Sep 2024 15:54:47 UTC No. 996428
>>994729
I've definitely seen some wacky POM in Cyberpunk 2077. Usually on industrial pipes and stuff where you're maybe not supposed to crawl around up close to it. Some weird glitching definitely does occur at some angles.
Anonymous at Wed, 25 Sep 2024 18:24:58 UTC No. 996449
>>994681
It's used in tf2 and hl2 basically tf2 snakes google that
ποΈ Anonymous at Wed, 25 Sep 2024 20:11:56 UTC No. 996458
>>996428
Do you really just run around the entire city and inspect everything up closely?
Anonymous at Wed, 25 Sep 2024 20:22:11 UTC No. 996459
>>996458
You don't do that?
ποΈ Anonymous at Wed, 25 Sep 2024 20:41:53 UTC No. 996462
>>996459
I do and I feel autistic doing it for hours
It's very easy to find holes in the city center where you can climb into gaps of big buildings
ποΈ Anonymous at Wed, 25 Sep 2024 21:07:37 UTC No. 996472
Is this game [spoiler]fun[/spoiler]?
It looks like completely soulless slop. I want more half life
Anonymous at Thu, 26 Sep 2024 18:09:06 UTC No. 996522
>>996458
Yes, I've literally gone through the entirety of Night City. Once the noclip mod came out, I explored all the inaccessible areas, high-altitude vertical areas and underground areas.
ποΈ Anonymous at Thu, 26 Sep 2024 18:37:57 UTC No. 996524
>>996462
>>996522
>>996458
>how /3/ plays video games instead of normal people
Anonymous at Thu, 26 Sep 2024 19:50:34 UTC No. 996526
>>996524
What's wrong with that you stupid bitch
Anonymous at Thu, 26 Sep 2024 20:08:17 UTC No. 996529
>>996527
* fucks you in the ass *
Can you please repeat that? I couldn't hear you over the sound of your cheeks clapping
Anonymous at Thu, 26 Sep 2024 20:51:46 UTC No. 996531
>>996458
yes actually lmao
Anonymous at Thu, 26 Sep 2024 20:52:52 UTC No. 996532
>>996530
* cums inside and paints your colon white *
AAAAUUUUGGGGHHHAAYAAAUUGGGggghhhaaa
Anonymous at Fri, 27 Sep 2024 00:16:22 UTC No. 996546
>>994731
you think they lack physical assets to sell?
kid, they have a lot of money
Anonymous at Fri, 27 Sep 2024 00:21:59 UTC No. 996547
>>994681
never saw such a shader, looks like a mix of parallax and geo displacement
there is stuff like the long forgotten pixel displacement they could be using, but in this case i wanna bet its some 2,5d trick, not tesselation + displacemnt map
i think its just paralax with so many layers and angle culling it just looks like actual geometry
Anonymous at Sun, 29 Sep 2024 08:06:19 UTC No. 996806
>>996522
Same. Took like 300 screenshots of various buildings, areas, and all sorts of shit. Made for great reference material.... that I ended up losing when my HDD died.
I mean yeah I could just reinstall the game and take all of em again, but it's not the same.
Anonymous at Mon, 30 Sep 2024 15:30:28 UTC No. 996911
>>994681
pre sure tech is called parallax occlusion mapping
Anonymous at Sun, 13 Oct 2024 09:54:02 UTC No. 998161
>>994681
Looks like 2.5d raymarch through the texture to me - one that supports linear interpolation, which makes it look a bit like displacement. Parallax would require an insane amount of layers to look like that.
The ragged edges when clipping also hint at some kind of raymarch algorithm.
Should this be the case, I wonder why they are doing it. Usually this is seen as the most expensive version to do effects like that.
https://www.youtube.com/watch?v=9dr
Briefly touches on the subject somewhere in the video.
Anonymous at Sun, 13 Oct 2024 10:38:54 UTC No. 998162
>>998161
Layers? I thought POM is basically infinite detail (limited only by heightmap pixel resolution), which makes it kinda cooler than even real displacement that depends on subdivisions.
Anonymous at Sun, 13 Oct 2024 20:55:48 UTC No. 998208
>>998162
You are correct, that is a kind of POM, I ment pure parallax which has that layer effect. However, depending on the implementation, there can also be a 'layer' effect in POM that come from optimizations, but it doesn't show in deadlock at all. Instead there are interesting artifacts at steep angles.
https://www.gamedev.net/tutorials/p
Maybe it adapts how the algorithm marches depending on the angle.
Anonymous at Wed, 16 Oct 2024 08:24:50 UTC No. 998559
Looks like shaders