Game’s Most Infamous Bug Finally Fixed.

Okay, here’s a transcription and rewritten blog-style version of the video content.
Transcription:
I can hardly believe that this is possible now, but it really is. Pinch me. You, see gaming has a big problem. And that problem is that things clip into each other all the time. Sometimes it is so bad, there are gamers who specialize in finding these bugs, clipping through walls and doors, and skipping through whole areas to speedrun the game. Yes, the only people who love clipping more than barbers are speedrunners.
Surprisingly, the same problem shows up in movies too – but usually you don’t notice it because VFX artists spend weeks if not months fixing those by hand before the movie is released. Studios throw huge compute farms and armies of technical directors at it just to make sure that Superman’s cape doesn’t pass through his neck halfway through the shot. Every cape is one bug away from becoming a scarf.
So what is the problem? The problem here is that when the geometry of two thin objects, like cloth, ribbons, or our favorite, noodles, touch each other in the digital world, they often sneak through or get stuck. And now we are going to do the impossible. What if I told you there is a completely freely available piece of research where you can put together an insane amount of these little noodles. And see if they clip into each other. Yes, we are literally solving spaghetti.
This one showcases millions of collisions, and my goodness…not a single one of them slipped through. This is absolute insanity that all this is possible. Try to speedrun this one! Ha. Checkmate. But that’s nothing. We are also going to mercilessly crush some ribbons. Then, you know what? More twisting! Not just one thing, but you know what? Now hold on to your papers Fellow Scholars, and make it five! This goes up to 168 million collisions. Then, we’ll play with these squishy spheres, torture a poor armadillo, and do so much more. Wow. This is incredible. And you can even try it yourself through the link in the video description, if you are a bit technical. Plus I g.
Rewritten Blog Content
Vanishing Visual Glitches: Solving the Clipping Problem in Games and Movies
Ever noticed how characters in games sometimes walk through walls, or their hair magically passes through their shoulders? This is “clipping,” a common visual bug that plagues the digital world. It’s not just a gaming nuisance either. While VFX artists spend countless hours fixing these glitches in movies, clipping remains a challenge across digital media. But what if I told you we are on the brink of eliminating this problem?
The Clipping Conundrum
The heart of the clipping issue lies in how computers handle geometry, particularly when thin objects interact. Think of cloth, ribbons, or even a plate of spaghetti. When these digital objects touch, the complex calculations that determine collision sometimes fail. The objects “clip” through each other, creating jarring and unrealistic visuals.
Gamers are particularly familiar with clipping. Speedrunners even exploit these glitches to bypass sections of a game, demonstrating just how pervasive the problem can be. In movies, the stakes are even higher. A single misplaced polygon can ruin the illusion, which is why studios invest significant resources in manual correction. Imagine Superman’s cape suddenly phasing through his neck – that’s a visual catastrophe!
Spaghetti Solved: A Breakthrough in Collision Handling
What if you could create a simulation with millions of tiny, interacting strands, without a single instance of clipping? New research is making this possibility a reality. This freely available technology showcases a new approach to collision handling, capable of managing immense complexity without the errors that have plagued simulations for years.
Imagine simulating a vast pile of spaghetti noodles, each strand colliding with dozens of others. This new method flawlessly renders this interaction, creating an incredibly realistic and stable result. This technology isn’t just limited to noodles either. The simulation effortlessly handles ribbons, cloth, and other deformable objects.
Testing the Limits: Ribbons, Spheres, and Armadillos
The capabilities of this new technology are truly impressive. Imagine crushing ribbons, twisting them into intricate shapes, or even simulating the complex movement of multiple objects simultaneously. One simulation showcases a staggering 168 million collisions. The same technology can be used to create incredibly realistic and squishy spheres and complex models, like an armadillo.
These examples highlight the potential of this research. By significantly reducing clipping errors, developers and artists can create more immersive and believable digital experiences.
What This Means for the Future
The implications of this breakthrough are vast.
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More Realistic Games: No more awkward clipping through walls or objects. This translates to smoother, more immersive gameplay experiences.
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Enhanced VFX: VFX artists can spend less time fixing clipping errors and more time focusing on creativity and innovation.
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Improved Simulations: Scientists and engineers can use more accurate simulations for a wide range of applications, from modeling cloth behavior to designing safer products.
Try it Yourself!
The research and the tools to experiment with this new technology are freely available for those with a technical background. This is an exciting opportunity to push the boundaries of what’s possible in the digital world.
Conclusion
This breakthrough represents a significant step forward in solving a long-standing problem in computer graphics. By eliminating clipping errors, we can create more realistic, immersive, and believable digital experiences across games, movies, and a wide range of other applications.
#Worst #Bug #Games
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What a time to be alive! No but seriously this is the most impressive paper we've seen in a long time I was absolutely flabbergasted on this one
Can this be Used in beamng??
(a cloth drapes itself over a bowling ball) "What a time to be alive!" lol
is that similar to how birds dont crash into eachother in a swarm? with each only reacting to the particles around it and ignoring all others?
we can finally have a full movie of Will Smith eating pasta
Very cool! Currently looks too expensive for games (at least for real-time a lot of the demos took too long per frame) but it still it would be great for baking animations and like you said movies
I wonder if it will be usable with low-poly collision geometry for real-time cloth physics in video games.
🤯
This is really the kind of comment I'm likely to leave.
people waiting for this to be implemented into blender till 2028, when someone will inexplicably be able to shove the entire thing in a 10mb add-on that will never be merged into the main branch of blender
Loved the real world use case – that has a future that can greatly increase on-demand acquisition in the clothing industry, while at the same time lowering material waste.
"Worst bug in games is now gone forever"
Proceeds to show a technique that cannot be used in games now
Will it be added into Unity?
I mean, a physics solver that solves physics in seconds and minutes per frame doesn't really sound like a big breakthrough for real time simulations…
Amazing!
This is amazing!! I have seen many incredible advances through this channel and I always remember to think two papers down the line, but in this case we ARE two papers down the line. Mind blowing! 🤯
Love the analysis and great commentary!
0:30 in games the colliders and the models are not necesarilly the same (they usually aren't) and the clippling that makes speedrunning skips possible deals with the collision shape of objects/characters, not their models
happy to see a paper NOT about AI for once.. Especially such a massive improvement.. Sadly the process seems to be very expensive on ressources and we'll probably not see any of it in the coming years in video games, only for CGI, which would already be a massive improvement
Omg…that secondary twisting as the knots get bunched up…so accurate!!
This is dope
Marvelous Designer is going to get a huge boost from this!
Crazy we are so close to 1000
Yeh but look at the time step, its using like 1/1000 of a second, thats really small compared to a game engine that typically uses 1/50 of a second.
This is crazy
This is simply awesome!
I hope it Will get implemented in blender.
I can't wait for it to be implemented! in games from 15 years from now, and only a few
Now they can train ai with this behaviour and compress it even more
Very cool, but not really saving games just yet, as that would require solving this in real-time. This wont make it into the next zelda or GTA games, but perhaps into GTA 10 or 12 😛
save the endangered papers! keep up the good work! make more of these videos! you have my viewership support!