The Strange Graphics Of LETHAL COMPANY

2024 ж. 18 Қаң.
630 159 Рет қаралды

The first 500 people to use my link will get a 1 month free trial of Skillshare: skl.sh/acerola01241 ! #ad
Lethal Company has some very compelling visuals, but how much of it did the developer make themselves? And how does it all come together?
Topics covered: Frame capturing, fixed resolution rendering, edge detection, posterization, depth of field, bloom
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References:
github.com/Unity-Technologies...
This series is largely inspired by Muhammad's "Behind The Pretty Frames" series of articles which you can read here: mamoniem.com/category/behind-...
Music:
Afternoon Break - Persona 3 OST
In A Moment's Time - Skullgirls OST
Junes Theme - Persona 4 OST
During The Test - Persona 3 OST
A New Frontier - VA-11 Hall-A OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Every Day Is Night - VA-11 Hall-A OST
Your Love Is A Drug - VA-11 Hall-A OST
Underground Club - VA-11 Hall-A OST
Just Like This - Persona 3 OST
Like A Dream Come True - Persona 4 OST
Climactic Return - Danganronpa 2 OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #gamedev #unity3d #graphics #shaders #lethalcompany

Пікірлер
  • The first 500 people to use my link will get a 1 month free trial of Skillshare: skl.sh/acerola01241 ! #ad With the new year this video marks the "third season" of my videos (the second season probably started with the ff14 video), so we have a new logo in the intro that I hope you all enjoy! Does the new logo mean merch soon? Nope! Anyways, I have a big announcement coming in about 10 days, so please look forward to it!

    @Acerola_t@Acerola_t4 ай бұрын
    • Thamk you for breaking down the furry game. :3

      @taranjk1@taranjk14 ай бұрын
    • i am required to enter a credit card number to claim my free trial and i cannot create an account using an email forwarder ples fix

      @videogames8261@videogames82614 ай бұрын
    • ayo nobody mentions the monogatari openings??

      @MrRyeob02@MrRyeob024 ай бұрын
    • So is off-season next?

      @ducks3023@ducks30233 ай бұрын
    • I just wanted to mention that I'm not sure if the image does get warped. While it does render at a weird aspect ratio, it also has black bars at the sides of the screen.

      @dancingtriangle2814@dancingtriangle28143 ай бұрын
  • I can't believe the helmet visor is an actual 3D model and not a simple PNG applied over the entire screen.

    @KoshakiDev@KoshakiDev4 ай бұрын
    • Yeah, any sane person would have drawn it as a fullscreen quad of a transparent PNG and done a Gaussian blur pass over it to fake the depth of field.

      @AaroRissanen-pi4td@AaroRissanen-pi4td4 ай бұрын
    • Maybe it is lits up sometimes when you are near light source? I can't remember.

      @funguy398@funguy3984 ай бұрын
    • @@funguy398 You could use a normal map

      @AaroRissanen-pi4td@AaroRissanen-pi4td4 ай бұрын
    • ​@@AaroRissanen-pi4tdthat would just add unnecessary overdraw for the entire screen the model while seemingly unnecessary is actually the better choice here.

      @DaDarkDragon@DaDarkDragon4 ай бұрын
    • The thing which pains me most is that it is using DoF, the expensive one for unity, JUST FOR BLURRED EDGES!!!

      @sambouza@sambouza4 ай бұрын
  • I would love for this to be a full series where you cover different games

    @cabbageman3195@cabbageman31954 ай бұрын
    • RAIN WORLD, Would absolutely love a video on their pipeline, although might be a bit hard to do with similar methods since from what I understand a bunch of calculations are pre-baked to create textures that are then actually used

      @rose_dddddd6476@rose_dddddd64764 ай бұрын
    • @@rose_dddddd6476 Rain World is the absolute worst game I have ever played (ignore pfp)

      @EchoesPF878@EchoesPF8784 ай бұрын
    • @@rose_dddddd6476 Rain world would make such a good episode!

      @panpedra4798@panpedra47984 ай бұрын
    • two words Hi-Fi Rush

      @kaxcommentssomethingREAL@kaxcommentssomethingREAL4 ай бұрын
    • Definitely should do an Unrecord cover

      @prospektnova9004@prospektnova90044 ай бұрын
  • “As usual a huge thank you to ALL my current patrons” *My eyes lock to Penile Necrosis* Umm. Thank you Mr penile necrosis for paying Acerola to flip the unity render over for us… I’m gonna go now

    @mikatomik5532@mikatomik55324 ай бұрын
    • thanks penile necrosis

      @zolthorg@zolthorg4 ай бұрын
    • om hate to imagine the image stating the name 🤣

      @SL4PSH0CK@SL4PSH0CK4 ай бұрын
    • im imagining your eyes were behaving like Rapid Eye Movement when you locked on to that

      @Vysair@Vysair4 ай бұрын
    • What surprised me the most was Dan Salvato being there too

      @frgtyhjuhngbtyhu4676@frgtyhjuhngbtyhu46763 ай бұрын
    • Shoutout to Dan Salvato being a patron to hundreds of people

      @prisma.@prisma.3 ай бұрын
  • I like to imagine the dev just had no idea what they were doing with the shaders, made something super slow, couldn’t figure out how to optimise it, then just went screw it and lowered the resolution and called it a day

    @doongi2001@doongi20014 ай бұрын
    • honestly. probably likely cause I can see myself doing the same and calling it stylized.

      @lvleye316@lvleye3164 ай бұрын
    • It's an ex Roblox dev with Lua experience so I'd imagine that's probably the case. Now that he's $20 Million something richer, he can hire a dev team for future graphics if he needs it lol.

      @a1b2c4d1@a1b2c4d13 ай бұрын
    • actually the pixelation is a huge part of the devs style, i would recommend checking out some of their other games like "The Upturned"

      @thecatbrat42@thecatbrat423 ай бұрын
    • ​​@@thecatbrat42didn't that person also make 'it steals'?

      @cjvand3080@cjvand30803 ай бұрын
    • @@thecatbrat42 dev* he is one guy

      @edgarego5813@edgarego58133 ай бұрын
  • Love how you find out that Lethal Company was made with Unity by dumping assets with an external tool even though the first screen you'll see when starting Lethal Company is "Made with Unity"

    @Jecket22@Jecket224 ай бұрын
    • real

      @bearfm@bearfm4 ай бұрын
    • I think he meant that he knew they were using Unity shaders.

      @TrueLimeyhoney@TrueLimeyhoney4 ай бұрын
    • That's not what he said 🤦‍♂️

      @comebackguy8892@comebackguy88923 ай бұрын
    • What video did you watch?

      @valkyire35@valkyire353 ай бұрын
    • I knew it was made in Unity the moment I walked near the pool of water on March and slid into it, like 3 times. Unity isn't the only engine with capsule hitboxes but I've never seen them so aggressively slippery on any other engine

      @TheKnewGreg@TheKnewGreg3 ай бұрын
  • It's like the graphical equivalent to a 24-bit DAW project file exported as an 96kbps MP3 and then converting that to FLAC.

    @harney-barrow2036@harney-barrow20364 ай бұрын
    • And it sounds crispy 👌

      @funguy398@funguy3984 ай бұрын
    • I love this comparison

      @atiedebee1020@atiedebee10204 ай бұрын
    • @@funguy398and lethal company definitely looks *crispy*

      @olly123451@olly1234514 ай бұрын
    • this hurts my soul, perfect analogy

      @RZ_VR@RZ_VR4 ай бұрын
    • lmao yeah

      @NoVIcE_Source@NoVIcE_Source4 ай бұрын
  • You can be sure even Lethal company dev learned stuff from this vid

    @vincentl7022@vincentl70224 ай бұрын
    • You think he has time to watch KZhead videos? He has quota to meet.

      @LordDragox412@LordDragox4124 ай бұрын
    • @@LordDragox412 😂The game is already on version 49, he is grinding

      @tinyturtle1898@tinyturtle18984 ай бұрын
    • @@tinyturtle1898 Great game assets, great great game assets.

      @LordDragox412@LordDragox4124 ай бұрын
    • Nope. The dev is good himself and is doing things the way he wants to, not the way people tell him to.

      @satamiko@satamiko3 ай бұрын
    • ⁠@@satamikobro did not understand what the comment was saying

      @werr3222werrr@werr3222werrr3 ай бұрын
  • Man, putting the cat video on the screen during the ad read is such a 200 IQ move. I'm surprised more people don't do something like that.

    @CheeseWithMold@CheeseWithMold4 ай бұрын
    • In a comment on a recent video he said it unironically helps keep video engagement up during the ad section. I get why but it still makes me giggle

      @Mister0Eel@Mister0Eel4 ай бұрын
    • I have SponsorBlock, so I didn't even realize, but that's actually genious

      @Hietakissa@Hietakissa4 ай бұрын
    • Holy shit I did not realize I had watched an ad read until I read this... I was just staring at the cute cat lmao

      @Phyremaster@Phyremaster4 ай бұрын
    • Grand strategy youtuber AlzaboHD does that. He has 2 fluffy tabbies and I never skip the sponsor part of the video due to those cats.

      @kesorangutan6170@kesorangutan61704 ай бұрын
    • Lol I skipped that part and came back to view it

      @cihadturhan@cihadturhan4 ай бұрын
  • seeing all the stuff computers do in a single frame makes me realize how powerful computers really are and it's not like this is intensive either

    @alexdacat7052@alexdacat70523 ай бұрын
    • all of that, but then you remember that you wait 3 seconds for a webpage that is less than 2 megabytes.

      @MindBlowerWTF@MindBlowerWTF3 ай бұрын
    • Maybe that's the reason why my computer can barely boot up Terraria without it exploding

      @SchadenfreudeUY@SchadenfreudeUY3 ай бұрын
    • @@MindBlowerWTFserver connections work in a completely different way, I don’t think that comparison makes any sense Firstly because the gpu is by far the fastest part of your computer and loading a webpage barely uses it, but also mainly because the webpage is physically coming from literally half a planet away most of the time and the connection is the bottleneck. All these render calls are made locally and calculated inside your computer on parts just a few centimeters apart on nanometer based architectures, so obviously it will be orders of magnitude faster. When people invent portals that warp internet cables you can start comparing their speed to gpu tasks

      @BrianSantosF@BrianSantosF2 ай бұрын
    • @@BrianSantosF I don't think the network is the bottleneck in a lot of cases, modern browsers are just very heavyweight

      @SomeRandomPiggo@SomeRandomPiggo27 күн бұрын
  • Just one guy with no shader coding experience made this. That's inspirational as fuck.

    @IgnacioStegmayer@IgnacioStegmayer4 ай бұрын
    • Lethal Company is also a good example of what *not* to do when setting up your render pipeline lmfao

      @crimson-foxtwitch2581@crimson-foxtwitch25814 ай бұрын
    • Its horrible, please never do this 😂

      @neopabo@neopabo4 ай бұрын
    • @@crimson-foxtwitch2581i like it so i dont really mind lol

      @greatestyoutuber@greatestyoutuber4 ай бұрын
    • @@crimson-foxtwitch2581 what? what's wrong with it's render pipeline?

      @therealpeter2267@therealpeter22674 ай бұрын
    • @@therealpeter2267 its slow as fuck. The games performance sucks while using low res textures and models and rendering all that natively in 1/4th of fhd resolution. I'm not saying it looks bad or anything, but with a better use of shading tech he could achieve pretty much the same look with 5x the performance.

      @kiliangarschhammer8516@kiliangarschhammer85164 ай бұрын
  • babe wake up

    @maksymillian@maksymillian4 ай бұрын
    • NEW ACEROLA VIDEO

      @seapickels9087@seapickels90874 ай бұрын
    • No need

      @eineatombombe@eineatombombe4 ай бұрын
    • She’s just having a nice, long “sleep”…

      @slepp449@slepp4494 ай бұрын
    • babe wake...

      @penewoldahh@penewoldahh4 ай бұрын
    • ​@@penewoldahhbabe...

      @LaugeHeiberg@LaugeHeiberg4 ай бұрын
  • Loved the video! Although, I think chromatic abberation is also used in the game several times, such as when you're being chased, or when you look at other player's dead body.

    @mosti72@mosti724 ай бұрын
    • yeah it's also an fov change

      @Acerola_t@Acerola_t4 ай бұрын
    • ​@@Acerola_t there are also cracks on the helmet glass. I guess they appear once you recieve some damage. and they become very visible inside the facility on a dark background under the light from lamps. so it's interesting when they're drawn if they react to lighting

      @arti6okk@arti6okk4 ай бұрын
    • @@arti6okk I've been wondering how that's done, I assumed it's a plane in front of the camera with a transparent texture and a weird normal map, but I wasn't able to get it looking quite right when I tried it

      @af2280@af22804 ай бұрын
    • @@Acerola_t I thought it looked closer to changing the lens distortion than just FOV, could be both

      @LiamS2005@LiamS20054 ай бұрын
    • @@arti6okk The cracks are always there damage or not

      @catpoke9557@catpoke95573 ай бұрын
  • One things I really love about the game's visuals is the fact that not only are they realistic at first, they're stylized in a way that the game footage genuinely does look like some sort of LiveLeak, low-quality footage (though I'm not one to watch THOSE videos so maybe I'm wrong) Which helps tons for the workplace gone wrong mood the game has.

    @minifluffk@minifluffk4 ай бұрын
  • I understand why they didnt use occlusion culling in the dungeons. Unity requires you to bake the occlusion data with static objects already in the scene, but since the rooms are procedurally placed there is nothing to bake. There ARE third-party dynamic occlusion systems available that can do this at runtime though.

    @paramarabo@paramarabo4 ай бұрын
    • There is a way to do this that has been popularised in other games, you configure each spsce as a module containing predetermined occlusion. It's not perfect but *really* saves on overdraw and it allows for hot-loading/unloading modules and assets with very little additional work. What you're seeing here is someone who brute forced their way through by lowering the render resolution until it worked. I think that's great but I hope they come back and fix it up at least a little before moving on.

      @orbatos@orbatos4 ай бұрын
    • ​@@orbatosdoesn't that kind of approach use up a lot of space though? Since you'd have so many textures for each combination.

      @4.0.4@4.0.44 ай бұрын
    • I don't have any experience with Unity or graphics programming but why can't you just bake some occlusion culling into the map when generating the layout in the loading screen? Or if baking is too slow why not just limit it to adjacent rooms?

      @clang8649@clang86494 ай бұрын
    • ⁠@@clang8649Baking that kind of stuff is too slow even for adjacent rooms due to how ancient Unity’s systems are for handling this stuff are. On Unreal this is a non-issue lmfao

      @crimson-foxtwitch2581@crimson-foxtwitch25813 ай бұрын
    • what does "bake" mean in this context?

      @arpiabu-alrub7484@arpiabu-alrub74843 ай бұрын
  • As someone who's just now learning how to optimize the performance of a game, this was deeply insightful. That's also a ridiculous amount of drawcalls... Those drawcalls were definitely multiplied by the shaders and post processing he is using. For anyone wondering, shadows and lighting are horrendously expensive for games.

    @sodapop6610@sodapop66104 ай бұрын
    • this video is also a good analysis of Lethal Company’s performance issues on lower-end PCs. Long-story short, the devs picked the wrong rendering pipeline lmfao(forward rendering would have been much better for this game)

      @crimson-foxtwitch2581@crimson-foxtwitch25814 ай бұрын
    • @@crimson-foxtwitch2581 I haven't even gone that far to know the difference between forward and deferred rendering. After importing some grass into my unity project, I was caught off guard by how many more triangles my assets consumed in the scene. Scary seeing how much the rendering pipeline affects the triangle/vertices count and drawcalls :(

      @sodapop6610@sodapop66104 ай бұрын
    • ​@@crimson-foxtwitch2581 dev*

      @ZylithDev@ZylithDev4 ай бұрын
    • ​@@crimson-foxtwitch2581honestly there are multiple light sources here and there. So imo forward+ seems to be the best option

      @latestsofdisarraysurvival@latestsofdisarraysurvival4 ай бұрын
    • @@crimson-foxtwitch2581well, I’m pretty sure the dev didn’t think the game would blow up the way it did during the early access, so I don’t think optimization was ever a priority here, lol. But of course this can be fixed later down the line

      @CFDuffLumi@CFDuffLumi4 ай бұрын
  • I love watching videos about graphics programming without actually doing graphics programming

    @ferenc_l@ferenc_l4 ай бұрын
  • I've never really been into game development, but I really want to make a game in the art style of Lethal Company , It Steals, and jdh's game

    @Maagiicc@Maagiicc4 ай бұрын
    • just make sure to pick a faster rendering pipeline like, idk, *forward rendering + URP*?

      @crimson-foxtwitch2581@crimson-foxtwitch25814 ай бұрын
    • Idk the art style is cool but I would prefer something else

      @Charduza@Charduza3 ай бұрын
    • It steals and lethal company were actually made by the same guy.

      @Cheeseburgerlove@Cheeseburgerlove2 ай бұрын
    • Same

      @khaleelmorris@khaleelmorrisАй бұрын
  • The off kilter origional resolution to native resolution ratio actually kinda works. (Which really surprises me). I think its because it matches shitty work cameras and the low effort rendering and ui design you often find on professional software. Like you are operating some shit software for a minimum wage job.

    @PhilipLL@PhilipLL4 ай бұрын
  • 4:24 The huge "UNITY" logo every time you start the game didn't tip you off? In all seriousness though, good and interesting analysis

    @oivinf@oivinf4 ай бұрын
  • Putting a cat video during the ad break must be the smartest thing I've ever seen done on youtube.

    @Gio_Panda@Gio_Panda4 ай бұрын
    • nighthawkinlight does ad spots with his bird

      @killingtimeitself@killingtimeitself4 ай бұрын
  • By the way, the helmet is not just a mask, it is a full-fledged helmet in which a camera was inserted, this can be understood when you use mods that you can freely move the camera, if you look at the point where your character stood, you can see flying hands and a comically large helmet.

    @CallMeFon@CallMeFon4 ай бұрын
    • - can I have quota fulfilled? - only a helmetfull - *pulls out comically large helmet*

      @NickiRusin@NickiRusin4 ай бұрын
    • ​@@NickiRusin Funniest Lethal Company player

      @LordTrashcanRulez@LordTrashcanRulez4 ай бұрын
  • It's kind of crazy that all of this can happen up to 144+ times a second. Like actually wild

    @Saplingbat@Saplingbat4 ай бұрын
    • apparently it can't looking at all the people complaining about performance xD But it is amazing how there can be nearly 20 000 of complex calculations done in 3-4ms on different units, in different memories.

      @MindBlowerWTF@MindBlowerWTF3 ай бұрын
    • I KNOW RIGHT computers are so fricking cool.

      @thisrandomdude2846@thisrandomdude28463 ай бұрын
    • And imagine if it was optimized lol At ideal circumstances I think it the same graphics and effects would be running at about double the framerate or slightly above that But yeah you can get away with a very surprising amount of stuff nowadays. Yet big companies (cough cough also the city skylines example again and anything made by CDPR) fail miserably at it all the time This is not even near the limit of where we can get btw. Doom Eternal runs at 1080p with max settings ray tracing at better framerate than this game. Literally.

      @BrianSantosF@BrianSantosF2 ай бұрын
    • @@BrianSantosF id Software are the last people who actually optimize their games well. Even Source (2) runs terribly now when before it had Quake's genius PVS algorithm to quickly figure out what is visible and what isn't

      @SomeRandomPiggo@SomeRandomPiggo27 күн бұрын
    • gpu tech is crazy too

      @LXLNOCU@LXLNOCU19 күн бұрын
  • I second the comment about doing this type of video for more games. The hardest thing about shaders for me, is that I can't seem to make the connection between the raw shader effect, and its usage in-game. But when someone points it out to me (like you), it makes complete sense. You provide that moment of revelation. Thank you. Please make more :)

    @Test-iv4pm@Test-iv4pm4 ай бұрын
  • CPU is officialy Doctor Phil in Acerola Lore.

    @icaroamorim3123@icaroamorim31234 ай бұрын
    • Acelora

      @mpericic@mpericic4 ай бұрын
  • I love how he put a cat on the side of the screen so people can watch the sponsorship without watching the sponsorship

    @ZinxBDW5727@ZinxBDW57273 ай бұрын
  • The genius behind the cat video during the sponsored ad is incredible. I wish more people done that xD

    @implozia1360@implozia13604 ай бұрын
  • Holy good LORD look at that Acerola graphic. You little tiger you!

    @cailreagh9398@cailreagh93984 ай бұрын
  • I wondered how Lethal Company made its graphics for ages and I am so happy you of all people covered it! Thank you! Definitely inspiring!

    @implozia1360@implozia13604 ай бұрын
  • Acerola is probably my favorite channel to watch lately. I love the breakdowns

    @ZenkaiGoose@ZenkaiGoose4 ай бұрын
  • Crazy man that in this day and age games still render full environments even if player is in doors and looking at wall. Good analysis, hope it turns into series ! 👍

    @767corp@767corp4 ай бұрын
    • the reason Lethal Company does this is because Unity does not ship with any methods for dynamic occlusion culling. Unreal, however, has dynamic occlusion culling *by default.*

      @crimson-foxtwitch2581@crimson-foxtwitch25814 ай бұрын
    • ​@@crimson-foxtwitch2581 I didn't need another reason to avoid Unity like the plague but thanks for giving me one anyway.

      @stevethepocket@stevethepocket4 ай бұрын
    • Interesting ​@@crimson-foxtwitch2581

      @ImJustJAG@ImJustJAG3 ай бұрын
    • And then You read a book on Doom and how it does occlusion to be somewhat performant on hardware from the era. Damn.

      @MindBlowerWTF@MindBlowerWTF3 ай бұрын
    • Modern devs think that users resources are limitless. Unlike pioneers like quake that literally had to INVENT out of scratch things like dynamic occlusion

      @dsheshin@dsheshin3 ай бұрын
  • Acerola ive seen you grow from the start and i love your content! You got me into graphics programming!

    @caelanireland-lk6rf@caelanireland-lk6rf4 ай бұрын
  • I always see people saying Lethal Company has "potato level" graphics, but from day one I knew this game was doing some nifty stuff behind the scenes before stylizing the crap out of it. The way that a jetpack's flame reflects all over the company moon when flying around, and the way the moist walls in the facility reflect the light of a scrap lamp when a crewmate is carrying it around, it's all pretty impressive, even with all the pixelation going on. The turret's laser is one of the most masterfully done lighting aspects in the game imo.

    @danielegvi@danielegvi4 ай бұрын
    • it's PotatOS (Portal 2) level graphics.

      @LordDragox412@LordDragox4124 ай бұрын
  • I can confirm that the resolution of the game is a major reason why it performs well. When using a mod to upscale it to 1080p, my GPU is basically on fire. Even at more reasonable resolutions, I'm still seeing temps upwards of 90 degrees on my 3070. My assumption was that it was mostly due to the post processing, but HDRP would also make a lot of sense also, having started writing my own mods and decompiling the game now (2 months later), can confirm that HDRP eats up a massive chunk of per-frame render time. Unity's built-in profiler basically only registers HDRP as causing any lag whatsoever, with other code being very minimal in impact. I wish I could see how bad the volumetric lighting is, but that appears to be bundled in with other passes, so it doesn't show up in the profiler separately. I've been working on mods specifically to optimize the game performance recently, although my focus has been more on the raw code (specifically code involved in loading that can easily take 300+ ms per frame) rather than rendering. I'd love to optimize the rendering, but I also don't think that simply reducing graphics settings is a good enough solution. It _works_, but I feel like there has to be a lot that the game does that could be faked effectively without harming performance significantly. There's still not much I can do about the general slowness of HDRP though. That part is pretty well baked into the compiled game, and modding it away wouldn't be particularly easy I don't think

    @tonygamer4310@tonygamer43104 ай бұрын
  • Lethal Company is to me, a great example of what games should be doing with the crazy rendering techniques and hardware. They've clearly put a lot of effort and time into getting the game to be rendered with a very unique art style. It's pretty easily recognizable as Lethal Company from every screenshot I've seen. I'd rather see more games with cool styles and rendering tricks like this than the 587th hyper-realistic ray-traced release that 12% of steam users can run at native resolution.

    @DigitalJedi@DigitalJedi4 ай бұрын
    • I mean if you watch the video it's clear the dev wasn't making a ton of choices to create this vibe, rather fell backwards into it. I don't wanna bash them too hard but its clear they were simply just doing things and didn't have this vision of what the game should look like lol. It's a low res render (not even accurately done to a 16/9 aspect ratio), volumetric fog, basic posterization, and edge detection. Most of which is likely code pulled directly from the internet

      @copordrop@copordrop4 ай бұрын
    • @copordrop The fact it is made this way doesn't change my opinion on the state of game graphics and even reinforces my point. Games need to get their unique looks back, Yhe fact somebody can stumble into something so recognizable as you claim they did, only makes it even sadder we don't see other games make the choice to go down the route of a distinct look. If it's possible to just fumble around monkey-typewriter style and end up with something like this, then the effort floor of making something visually unique is clearly very low.

      @DigitalJedi@DigitalJedi4 ай бұрын
    • ​@@copordrop If you think the dev wasn't making intentional choices to create the vibe the game has and fell backwards into it, how do you explain their other games having the same art style? Zeekerss on Steam, It Steals, Dead Seater, The Upturned are their previous releases in order, all very similar art styles and you can see the progression from It Steals all the way through to Lethal Company So I'm pretty sure they did indeed have this vision of what the game should look like... Impressive how happy you are to crap on someone based purely on your own assumptions when 2 minutes of research would have shown you otherwise lol (Edited because typos lol)

      @TheCynicalJedi@TheCynicalJedi3 ай бұрын
  • Not gonna lie, as an artist who has dabbled with 2d and 3d computer graphics, I've been wanting really complex lighting on simple scene forever. =)

    @beansnrice321@beansnrice3214 ай бұрын
  • im guessing the weird resolution stretch is intentional, presumably to add some noise to the moving image and probably also some weird blurring. Since pixel interpolations aren't perfect, it leaves the output in a weird mix of high res and low res, It's terrible for media transcoding. But for video games, could be clever use of visual artifacting.

    @killingtimeitself@killingtimeitself4 ай бұрын
    • Creates a very clear image of rough graphics. Like everything in the world sucks. It’s so enjoyable honestly, I love the graphics

      @ScheelAngel@ScheelAngel2 ай бұрын
  • you are in my top 10 human beings list

    @Lucas-vb1ql@Lucas-vb1ql4 ай бұрын
    • May I hear the list?

      @virtuallyreal5849@virtuallyreal58494 ай бұрын
    • @@virtuallyreal5849 yo mom takes up 9 places

      @bas_ee@bas_ee4 ай бұрын
    • That's actually kind of sweet.@@bas_ee

      @virtuallyreal5849@virtuallyreal58494 ай бұрын
  • I'll just comment after I hit like. You deserve a ton of success in your edutainment career! I'll take a look at that real time rendering book. Please continue presenting the elbows on table way to learn this stuff. Kudos

    @alvarorodriguez1592@alvarorodriguez15924 ай бұрын
  • I've got to keep some of your videos on a playlist, they feel like a course overview, as though they'd let me skip an entire course for the gist of it and apply what I need right away. Thank you for doing what you do. In this video alone is enough information to construct my own unique graphical style, perhaps even intentionally. In seriousness, each one gets my mind racing faster than I can keep up, it's a lot of information presented very well in a short span.

    @Bit_Crust@Bit_Crust3 ай бұрын
  • these videos are so fantastic and get me excited to learn more about graphics programming :) lethal company has such a visual charm to it, and its fascinating to see the unconventional choices that were made to give us such an interesting game, even if it is at a bit of a performance cost (which imo is more than acceptable for a game made by a single person) thanks for reporting this stuff with your knowledge and hard work, you're creating an amazing resource with this channel

    @Corncycle@Corncycle4 ай бұрын
  • I think this game is genius in that these post-processing effects basically let them use low poly graphics that look great

    @SuperWeapons2770@SuperWeapons27704 ай бұрын
  • This video made me drink water.. for some reason...

    @typhoonanimations@typhoonanimations4 ай бұрын
  • 1. LOVE the new new title card 2. I had actually considered asking about this game in your chat the next time you streamed even though I'm not active there, but I rarely manage to catch one of your streams. Really glad to see you taking a look at Lethal!

    @NotMithical@NotMithical4 ай бұрын
  • @Acerola_t, I subscribed not only for your content, but for your unique practices such as the many GIFs used to explain things and my favorite: the cat during the sponsored message. This is such a good way to get people who would normally skip past a sponsored message (such as myself), to actual sit and pay attention.

    @HBD-Captain-kw8lm@HBD-Captain-kw8lm3 ай бұрын
  • LETS GO ITS ANOTHER ACEROLA VIDEO

    @JoeAbunga@JoeAbunga4 ай бұрын
  • You run the most inspiring easily digestible high quality valuable information packed channel for graphics. Thank you.

    @Test-iv4pm@Test-iv4pm4 ай бұрын
  • Love how this game really fits many topica u discussed before as if u made the game before. Love this series I hope u continue doing it it's so informative.

    @yazeed_0o0@yazeed_0o04 ай бұрын
  • I wasn't expecting much of this video. I got right most stuff of the pipeline just by looking at it but the in-depth analysis of what really matters makes this video a must see. Nice work!

    @JoneNascimento@JoneNascimento3 ай бұрын
  • there is nothing that provides me the motivation i need to finish out this software engineering degree like a new upload from acerola

    @lilywinsor4591@lilywinsor45914 ай бұрын
  • Actually, it isn't that hdrp is MEANT to be slow. It just give you to choices to make your game run slow. Rust was ported over to hdrp a few years back and it looks amazing while performing well even on older hardware like a gtx 970.

    @U_Geek@U_Geek4 ай бұрын
  • Dude, I cheered out loud when I saw you had posted a new video. Second/third/affirm the comments that say you should make this a series - only if it helps you in your journey, of course. Your videos focused on helping beginner game devs get intermediate-level skills are fantastic, and really inspiring. Thank you for all your hard work!

    @thecompl33tnoob@thecompl33tnoob3 ай бұрын
  • Crazy how quickly this channel has become one of my favorites! Keep up the amazing work!

    @MrPatben8@MrPatben84 ай бұрын
  • please make a behind the graphics for ori and the will of the wisps, i loved that game and would love to see a video about it!

    @shadowofcat@shadowofcat4 ай бұрын
    • a lot of that is hand drawn artwork rather than shader work, it's a very beautiful game though

      @Acerola_t@Acerola_t4 ай бұрын
    • ngl sounds like its time for a series towards game graphics

      @SL4PSH0CK@SL4PSH0CK4 ай бұрын
    • There are GDC talks on graphics of Ori available, if you're interested. Also, for a bit of extra, Digital Foundry did a deep dive for the Switch port recently - I believe some tech parts were mentioned there too.

      @Lishtenbird@Lishtenbird4 ай бұрын
  • awesome video, I really liked learning about the stylizing

    @SokoBuilds@SokoBuilds4 ай бұрын
  • i really like this idea for a video. maybe this could become a series where you explain how specific games do their art

    @milkshakemarsupial693@milkshakemarsupial6934 ай бұрын
  • 0:47 love the monogatari style intro

    @nguen101@nguen1013 ай бұрын
  • imagine how slow lethal company would run at full resolution... Although gotta give the dev credit for using ray-marched volumetric effects and having them matter for gameplay.

    @BeatCrazey@BeatCrazey4 ай бұрын
  • CLIMAX RETURN FOR THE RECAP FUCKED ME UP😭😭 great vid

    @ochk@ochk3 ай бұрын
  • Hi there Acerola, really enjoyed this format! I hope you'll cover some other games with interesting visuals such as Lethal Company, whether they're considered beautiful or not, the provided information are gold. Also, happy new year!

    @robinsix4020@robinsix40204 ай бұрын
  • Wow, got randomly suggested and I must say I really like your style! Didn't even know you could just debug a frame rendering like this, good stuff

    @user-fj9bh7kt7t@user-fj9bh7kt7t4 ай бұрын
  • omg an interesting video about a game I like, but also omgomgomg there's a sponsorship containing cute clips of a cat!!!!!!!! I love this channel so much

    @cantsu@cantsu4 ай бұрын
  • 10:45 I knew it was doing something odd inside. My FPS would tank significantly. This explains it.

    @DarkSwordsman@DarkSwordsman4 ай бұрын
    • By the way, there is a mod named cullfactory and it pretty much fixes this

      @someone4229@someone42293 ай бұрын
  • Great video, love the breakdown! Really like rendering styles like the one from Lethal Company.

    @davidmc971@davidmc9714 ай бұрын
  • The new intro logo is indeed pretty cool

    @octagear@octagear4 ай бұрын
  • A very good a and interesting video! Nice work!

    @meplaygamezZ@meplaygamezZ4 ай бұрын
  • More Behind The Graphics! I love that! Thank you for that great content.

    @chrjs90@chrjs904 ай бұрын
  • I don't usually watch videos in my recommended feed, but damn I'm so glad I did today. Great video! You got a new sub!

    @CapTheNPC2@CapTheNPC23 ай бұрын
  • This video felt a bit more similar to your older style. I like it

    @firkinflamer8604@firkinflamer86044 ай бұрын
    • the guy's been making videos for like a year the hell you mean older style

      @suspecm6316@suspecm63164 ай бұрын
  • Mr. Graphics has done it again

    @EchoesPF878@EchoesPF8784 ай бұрын
  • I didnt know you before but I see you have some dev knowlage like me and I really like this frame breakdown video. Hope to see more. Glads

    @ariatari2137@ariatari21374 ай бұрын
  • this is such an interesting video, i had no clue so much went into frames! ive certainly learned a lot today :o

    @leefletz@leefletz4 ай бұрын
  • I was thinking of doing a graphics study of Lethal Company knowing it would be bad, didnt know it was this bad. Great vid

    @hallowedbythyframe@hallowedbythyframe4 ай бұрын
    • yeah, Lethal Company is a good example of what *not* to do when setting up your game’s render pipeline

      @crimson-foxtwitch2581@crimson-foxtwitch25814 ай бұрын
    • I mean it works​@@crimson-foxtwitch2581

      @goober324@goober3244 ай бұрын
  • I think they also are using that ps1 effect on the walls in some areas? I know when you go to sell the giant wall is all weird and wobbly.

    @jeffffff@jeffffff4 ай бұрын
    • oh yeah that's parallax mapping (not affine texture mapping like ps1) lol i shouldve covered that oops

      @Acerola_t@Acerola_t4 ай бұрын
    • ​@@Acerola_tdont worry, the video is still like spaghetti, and spaghetti its pretty good

      @kairu_@kairu_3 ай бұрын
  • absolutely sick video, hope you dive into more games like this (also the va11halla background music yummy)

    @ohmanohman...@ohmanohman...4 ай бұрын
  • One of your most interesting videos! I loved this deep dive with explanations. As a digital artist whose main tools are Blender and Photoshop it’s super insightful and interesting!

    @equinoxowl@equinoxowl4 ай бұрын
  • I think part of lethal company's success is its uncanny graphics, and that it was probably intentionally made look like that.

    @JohnnyBackwater@JohnnyBackwater4 ай бұрын
  • So, some optimizations they could make is: 1. use an overlay or a cheaper blurring method for the helmet 2. Use geometry culling to hide certain areas behind walls which shouldnt be visible 3. render the game at a perfect ratio resolution for the monitor its being displayed in, such that theres no stretching 4. posterize the colors instead of the volumetric lighting to improve performance

    @maxemore@maxemore4 ай бұрын
    • Half of these will come at a compromise with no real benefit tho. Even a 4 year old laptop could run this game just fine.

      @GeneralZimmer@GeneralZimmer4 ай бұрын
    • cheaper blurring on the helmet yes, but no overlay. the helmet does actually reflect light, and doing that again with post processing just makes it expensive again definite yes to culling 3 and 4 don't cost performance and are a stylistic choice, so I don't think those need to be changed

      @insu_na@insu_na4 ай бұрын
    • Most likely the reason they aren't using culling is because Unity's built-in culling tool requires a baking stage, which is an awkward fit for a roguelike where the levels vary so much. There are solutions for culling in dynamic levels (especially ones that are indoors and have fixed portals between between areas), but it's not "check a box" thing like the default Unity culling is, and there are a lot of clues in this breakdown that imply that the people who made LC are not incredibly experienced developers. Which is fine, they made something people love anyway!

      @AndreInfanteInc@AndreInfanteInc4 ай бұрын
    • only the 1st and 2nd would improve performance, number 3 would just make it so that the visuals can be more consistent at higher resolutions and 4 would be an entirely different visual style with no performance change as the volumetric light has already been calculated so it's free to apply as many times as you want (aside from the texture sample cost)

      @Acerola_t@Acerola_t4 ай бұрын
    • For number 4, as far as I know that wouldn't increase performance as the volumetric pass is already rendered and is just being added back again (after being posterized)

      @dubblesnup4457@dubblesnup44574 ай бұрын
  • Flip8ing amazing stuff on you Acerola and the dev, and here I thought it was some simple stuff

    @bomb00000@bomb000004 ай бұрын
  • Dude. You're actually genius for putting a video of your cat playing during the ad. This is the first time I didn't skip an ad. Bravo!

    @Xyrothim@Xyrothim19 күн бұрын
  • Coming from the modding side of this game to add a note about the dungeon taking so much longer to render: The dungeon isn't static geometry, it's generated at run time so it can't use occlusion culling like the surface of the moon can. Furthermore, the dungeon also uses entirely dynamic lights as it can't spawn static or baked lights at run time.

    @BadhamKnibbs@BadhamKnibbs4 ай бұрын
    • It's not like it *can''t* be done better. It's just that it's not as straightforward as using what Unity gives you.

      @Hwyadylaw@Hwyadylaw4 ай бұрын
    • Dynamic occlusion culling can absolutely be done, it's just not built into Unity currently. For a game like this, where you have clearly defined areas (the rooms), it honestly is not crazy hard to implement this system yourself, and that alone would likely improve LC's performance a ton.

      @IDontWantAnAliasMrGoogle@IDontWantAnAliasMrGoogle4 ай бұрын
  • god i love your videos

    @Lena-qg8bd@Lena-qg8bd4 ай бұрын
  • Never in my wildest dreams i would have thought rendering one single image is that complex. You always learn something new! Fantastic!

    @Mikepet@Mikepet3 ай бұрын
  • This is fascinating. I don't know anything about computer graphics, but you explained it in a way that was easy for me to understand (and funny). Thank you!

    @ItsaJuraff@ItsaJuraff3 ай бұрын
  • 😂 oh wow, I would never have guessed it uses the HDRP. I wouldn't be surprised if it's kind of a joke for the developers. Very entertaining and insightful episode 😊

    @teh1archon@teh1archon4 ай бұрын
  • Such a Brazilian name you have.... hmmmmmmm

    @KaikeCGR@KaikeCGR3 ай бұрын
  • What an incredible insight into the render process, stellar video!

    @DaBomber60@DaBomber603 ай бұрын
  • Just found my new favorite youtuber, feeling good. Fr tho amazing video, keep it up man :]

    @jajoxlol@jajoxlol17 күн бұрын
  • Lethal company has a low style graphics and yet it still runs terriblly

    @ImpossibleEvan@ImpossibleEvan3 ай бұрын
    • Never had an issue with it. Think it might be a you issue

      @HarrisonWeber21@HarrisonWeber21Ай бұрын
  • 15:03 I love the Danganronpa music during the final recap :D

    @0M9H4X_Neckbeard@0M9H4X_Neckbeard3 ай бұрын
  • Excellent analysis. This kind of content is extremely useful for anyone working on 3D graphics for their own games

    @hackticdev@hackticdev4 ай бұрын
  • Thank you for sharing your genius with us and putting time to make this quality content. I always laugh at the little quips and jokes or gifs/memes

    @thebutterflyking@thebutterflykingАй бұрын
  • Patreon is pumping nice good to see every time gl

    @Weangered@WeangeredАй бұрын
  • Awesome So nice to see this behind the curtain look at a uniquely shaded game

    @austinrichard8046@austinrichard80463 ай бұрын
  • This was such a cool video! Thank you for the breakdown!!

    @cheychc@cheychc4 ай бұрын
  • Please make more of these! It was great from a entertainment standpoint but also contained a ton a valuable knowledge that my little brain can subconsciously absorb!

    @semmehh@semmehh3 ай бұрын
  • I like the pace, good video! Thanks!

    @Badrion@Badrion4 ай бұрын
  • awesome video as always my guy

    @waitisthatcobalt@waitisthatcobalt3 ай бұрын
  • I am a programmer and a game developer. I like your explanations and I am interested in learning more about shaders because they are mportant for games visuals. I usually make games on Godot game engine and sometimes use libraries like three js and api like webgl for making games. I don't understand shaders it would be great if you made a glsl shader tutorial explaining how shaders work and the glsl shading language.

    @nabir14@nabir143 ай бұрын
  • Man, this was precisely the game I wanted to see you cover. Danke Schoen, my friend.

    @QuireSpire@QuireSpire4 ай бұрын
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