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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Amin Aliari‏ @maminaliari Jan 1

      One of the biggest problems that we could not fully address in #ChildrenOfMorta was pixel jittering. This artifact becomes especially eye-jarring when the camera pans or moves. This is why we don't see pixel art use them. 1/9pic.twitter.com/S88Y3DTfpz

      1 reply 8 retweets 50 likes
      Show this thread
    2. Amin Aliari‏ @maminaliari Jan 1

      Usually, the objects or the camera moves in texel size steps with no panning whatsoever. But in our case, we needed to move the objects continuously and pan the camera because they were crucial to the cutscenes and, consequently, an important narrative tool. 2/9

      1 reply 0 retweets 8 likes
      Show this thread
    3. Amin Aliari‏ @maminaliari Jan 1

      Therefore, we have tried many different methods but none of them were stable enough to preserve the beautiful work of our artists. At some point, we even used supersampling and it ruined the quality of the pixels! 3/9

      1 reply 0 retweets 7 likes
      Show this thread
    4. Amin Aliari‏ @maminaliari Jan 1

      I remember when the one and only @cmuratori tried to fix this. He could not do it due to the missing shader debug codes in the Steam build, but I was inspired by his suggestion/solution. 4/9

      1 reply 0 retweets 8 likes
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    5. Amin Aliari‏ @maminaliari Jan 1

      Unfortunately, I could never find the time to sit down and properly test the idea floating around in my head, but the time has finally come with the Holidays and I think we have finally fixed this issue once and for all. (Maybe this is a Chrismas Miracle! 😉) 5/9

      1 reply 0 retweets 8 likes
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    6. Amin Aliari‏ @maminaliari Jan 1

      The general idea is actually fairly simple. We can subsample our pixels by sending the corrected UV coordinates to the linear sampler. For a detailed breakdown, you can watch @cmuratori's video: https://www.youtube.com/watch?v=Yu8k7a1hQuU&t=6247s&ab_channel=MollyRocket … 6/9

      1 reply 0 retweets 9 likes
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    7. Amin Aliari‏ @maminaliari Jan 1

      One side effect is color bleeding since I've used bilinear filtering which doesn't play well with pixel art, but this is fixable. Another downside is that the pixels are slightly less crispy, but I could not notice a difference even in scenes where the camera zooms in. 7/9

      1 reply 0 retweets 5 likes
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    8. Amin Aliari‏ @maminaliari Jan 1

      Finally, here is a comparison between the old (left) and new (right) versions. There is a significant difference but Twitter compression is fixing the old version🙂. 8/9pic.twitter.com/Ytwmrx6p2s

      2 replies 0 retweets 16 likes
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    9. Amin Aliari‏ @maminaliari Jan 1

      Anyway, the good news is that #ChildrenOfMorta has a lot of exciting and fresh content coming out soon, so, hopefully, you will see this fix as an option in future updates. Fin!

      2 replies 0 retweets 15 likes
      Show this thread
    10. Amin Aliari‏ @maminaliari Jan 1

      Here is a higher quality video. I will probably write about the implementation details in my blog in the near future.https://youtu.be/J11B0Cw0GXk 

      1 reply 0 retweets 11 likes
      Show this thread
      Casey Muratori‏ @cmuratori Jan 1
      Replying to @maminaliari

      For what it's worth, that still looks "wrong" to me (the new version). You may want to check https://themaister.net/blog/2018/08/25/pseudo-bandlimited-pixel-art-filtering-in-3d-a-mathematical-derivation/ … for more information about proper sampling of "pixel art" textures in arbitrary domains.

      1:40 PM - 1 Jan 2021
      • 8 Likes
      • DrunkenBanana Rust Shawn Walker-Salas Gino Bales Sepehr Taghdisian Amin Aliari Ivan Braidi
      1 reply 0 retweets 8 likes
        1. New conversation
        2. Amin Aliari‏ @maminaliari Jan 2
          Replying to @cmuratori

          I'll look into it. Thanks!

          1 reply 0 retweets 0 likes
        3. Mārtiņš Možeiko‏ @mmozeiko Jan 2
          Replying to @maminaliari @cmuratori

          A while ago I decompiled COFM shaders and wrote D3D11 hook to replace them with shader that does linear sampling+adjusted UVs to keep pixels pixely. I replaced only few shaders, and result looked way better than originals (eventually I gave up due to too many shaders being used).pic.twitter.com/TdBEDHjZMA

          2 replies 3 retweets 30 likes
        4. Show replies

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