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Modder discovers Dark Souls' Blighttown is built from scaled copy/pastes of just "ten bits of wood"

LectureMaster

Gold Member


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FromSoftware is the champion of asset reuse, and one modder believes its reign started a long time ago - since the entirety of Dark Souls' Blighttown is apparently made of just ten pieces of wood.

Modder Scott "Grimrukh" Mooney tweets, "Fun fact: the entirety of Blighttown, as far as I can tell, is built from scaled copy/pastes of these ten bits of wood." There are two planks, three sticks, and five panels. It's impressive work.

Blighttown is an infamous level in the original Dark Souls. It's a rickety series of shacks and pathways built into the steep cliffs above a deadly poison swamp. It is actually possible to find the back entrance and bypass most of it to get to the necessary boss at the bottom, but most of us have memories of dying repeatedly there. Either because we fell, got poisoned, or just got killed by all the enemies lying in ambush.

 

Zacfoldor

Member
I remember getting stuck there for 3 play sessions because I overlooked a ladder.

That said the platform itself may be made from only 10 pieces of wood, but I also see torches, a wall, I remember the "poison swamp" at the bottom, the enemies. A hellish section if I'm honest, but a memorable one and one very easy to share online and enjoy the comradery found in shared suffering. These things are all microcosms for Fromsoft's combat and even their games themselves.

This is a cool factoid but not revelatory. Had there been 20 separate pieces of wood that made up the scaffolding it wouldn't be any less impressive.

It simply proves that graphics whores are never right. They quality of a game will always shine thru regardless of graphics. Just like in MH:Wilds. People who understand that are often unfairly maligned but they are actually based as fuck.
 
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MMaRsu

Member
I'm expecting a VaatiVidya "lore" explanation in his typical and not at all pretentious narration voice
There is a very lore specific reason why this place is only made up of about 10 planks of wood

Blighttown, the festering, ramshackle slum buried deep within Lordran, is a place of misery and decay. Its precarious wooden walkways and crude structures seem haphazard, as if assembled in desperation rather than design. But there is a reason Blighttown is built only from rotting timbers and crude planks—one rooted in tragedy and the cruelty of the Age of Fire.

The Curse of Stone

Long before Blighttown fell into ruin, it was a colony of exiles, a refuge for the unwanted—cursed men, plague-ridden souls, and heretics condemned by Lordran’s rulers. These outcasts, denied the grace of Anor Londo and the sanctuaries of the gods, sought shelter in the toxic depths of the land. But they did not build their home from wood by choice.

It is said that the land itself rejected them. When the exiles first attempted to carve homes from stone, as men always had, they found their work undone. Blocks would crack and crumble overnight, no mortar would hold, and tools would snap as if rusted by centuries in mere moments. Some claimed it was the poison that seeped through the land, but others whispered darker rumors—that the Witch of Izalith’s failed Flame had left a wound upon the world, and the very bedrock of the land was cursed.

Desperate, the exiles turned to wood—scavenged from forgotten ruins, carried from distant lands, or torn from the roots of the swamp’s sickly trees. The wood fared no better, rotting swiftly in the noxious air, but at least it could be replaced. And so they built ever upward, stacking crude planks atop one another in a ceaseless battle against decay.

A Punishment from Above

Yet there are those who believe Blighttown’s wooden labyrinth was not merely the result of misfortune, but a deliberate punishment. It is said that the builders of the city were once slaves, bound to the mighty city of the gods. When Anor Londo no longer had use for them, they were cast down into the poisoned valley—left to fend for themselves with nothing but the splinters of the great trees that once lined the city’s gardens.

The ruling gods decreed that no stone from Lordran would aid them, and thus, Blighttown became what it is—a dying settlement of wood and filth, held together only by the will of the forsaken.

The Eternal Collapse

No matter the origin, the fate of Blighttown was sealed from the beginning. The wood rots, the walkways fall, and those who dwell there live in endless squalor, struggling against the swamp’s poison and the cruelty of their own kin. No matter how much they build, Blighttown will always be on the verge of collapse.

Perhaps that is the true curse—that no matter how much they toil, the exiles of Blighttown will never know permanence, only the slow, agonizing decay of a world that does not want them.

Yes Miyazaki was truly a master of storytelling when he made this game

Thierry Henry Smile GIF by hamlet
 
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Three

Member
I was just talking about From software using a lot of instances in their assets last week. For DeS PS3.

It's clear they wanted to make the building look grand with the limited polygon budget they had using instances of other model meshes but it makes zero sense architecturally.
 
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Fafalada

Fafracer forever
PS3 had 256MB of VRAM, its a miracle they even had 10 different pieces.
I mean I get the joke - but specifically for purposes of texturing and geometry PS3 had 512MB of Ram. Distributing assets across ram pools could net you effectively double the bandwidth (if done right) so ignoring it because 'I want all my thingies in VRam' would be dumb - even for From software.

I do wonder how they did instancing for this level though to make it run as badly as it did, especially since it tanked into 12fps on both consoles.
 

ReyBrujo

Member
Did you know that every single letter in our alphabet is created with only two strokes, a straight one and a curved one?

(today's fun fact is brought to you from Grim's cave, where he is working on Nightfall almost every day and isn't allowed to leave until it's done)
 
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Embearded

Member
I mean I get the joke - but specifically for purposes of texturing and geometry PS3 had 512MB of Ram. Distributing assets across ram pools could net you effectively double the bandwidth (if done right) so ignoring it because 'I want all my thingies in VRam' would be dumb - even for From software.

I do wonder how they did instancing for this level though to make it run as badly as it did, especially since it tanked into 12fps on both consoles.
Didn't know that, thanks for the info!
 

nkarafo

Member
Don't all cut wood planks look the same in real life, more or less? Is there a point for them to have tiny differences?

Do you also have a problem if there aren't more than 10 grass blades copied - pasted instead of the whole ground having 1.000.000 different ones?

I mean nobody ever noticed this until a modder did more than a decade later. So it's fine.
 
I'm expecting a VaatiVidya "lore" explanation in his typical and not at all pretentious narration voice
The gods were vanquished by the Great Ancient White Scaled Fang Dragon God Beast Blood Queen Azurathenistopka who in turn laid waste to the azure forests of Drokleiauwbaoahwkajjqoznxhgard at the edge of Below. The fire's heat was so immense that the bodies melted and formed Undead Wood Root Chalice Starve Beasts.

...........Undead Wood Root Chalice Starve Beasts were slaughtered by the Ancient King Jimmy Jackson to erect the unholy abode of Blighttown with undocumented laborers picked up at Parish Depot Of Homestorms.

CURSED PLANKKKSSS
 
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kevboard

Member
I mean, yeah, makes sense.

it's wonky wooden structures built underground... doesn't need more than that.
and given that the 360 had only 512MB of RAM, with the PS3 having a weirdly split 512MB with only 256MB easily useable by the GPU (there were workarounds I think to let the GPU access the CPU memory), every megabyte of data needed to be taken into account
 
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FewRope

Member
(Bluepoint in the Dark Souls remake): Every single piece of wood in Blighttown is a completely unique mesh and texture.

(Dark Souls purists): They ruined it.
Every time I read about how they ruined Boletarian Palace when the original was a standard rock texture I see red
 
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LimanimaPT

Member
And that's just another reason why FromSofware is so efficient. They don't waste time and resources on useless things that gamers won't notice.
 

winjer

Member
Is this why blight town fps was like 15fps?

Usually this technique improves performance, as reusing the same asset reduces memory accesses, draw calls and CPU-GPU transfers, which are very expensive.
It's called geometry instancing.
From Software must have screwed up big time, for performance to be so bad.
 

nkarafo

Member
Usually this technique improves performance, as reusing the same asset reduces memory accesses, draw calls and CPU-GPU transfers, which are very expensive.
It's called geometry instancing.
From Software must have screwed up big time, for performance to be so bad.
Using these building blocks, as they are, to create a whole area with structures, etc, means you end up with a ton of faces and polygons that can't be seen. So maybe they didn't cull out as much as they should.

Best optimization would be each structure is crafted so it can use as few polygons as possible so building them using individual planks like this doesn't seem like a great idea IMO.
 
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