Ambient Occlusion #1902
pollend
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Ideas & Proposals
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We have to be careful with things like this because it can change the look of content compared to how it was originally intended to be rendered. It would be nice if there were a way for content to opt-in to AO (possibly per-object) and control how the effect is used. The other thing is that we'd want to keep rendering consistent across all the renderers, so if we wanted to support AO we'd need something that could work in the existing Direct3D 9 pipeline too. |
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I think at the moment the best ambient occlusion algorithm you can use without going overboard is probably either XeGTAO or HBAO+. From a practical perspective these can easily be tacked on without drastically changing how the engine works. HBAO+ is an easier to implement algorithm.
https://github.com/GameTechDev/XeGTAO
https://developer.nvidia.com/rendering-technologies/horizon-based-ambient-occlusion-plus
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