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Screen Space Ambient Occlusion #284
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Holy shit! Looks good, dude! Just a question, though: Does this implementation cause seams in the skyboxes? This was a huge issue in AO attempts for Doom 3 (2004). |
I can avoid that because this technique requires a normal G-Buffer pass and 2016-01-13 2:35 GMT+01:00 aFoxNamedMorris notifications@github.com:
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Oh hell yes! Thank you! |
@RobertBeckebans could the AO only be applied on things illuminated by ambient lights? AO looks very strange when you're lighting a corner with the flashlight and there are those shadows. |
@BielBdeLuna In real life, shining a flashlight into the corner of a room will only slightly illuminate the places where the walls/floor/ceiling converge. There's still a slight shadow. |
yes but in that case more than a shadow there should be a reinforcement of the light due light bouncing arround I propose that if there is an ambient light then there is AO but then the more diffuse light that surface gets the less AO there is, so diffuse light undermine the AO but only inversely proportional to the amount of diffuse light, so the less diffuse light there is the more AO. |
@RobertBeckebans SSAO nor SSGI work when I activate them, the screen goes black, and once I deactivate them the exposure is 0 or near zero and it takes a second or two to go back to the normal exposure If I use r_SSAODebug 1 the screen goes middle gray, just the decals appear textured, but no AO shadows appear in the corners, they seem to work only in a tiny topmost fraction of the screen SSGI doesn't work also |
Both SSAO and SSGI works on my build, however SSAO slows the game down to a crawl at 15 fps, without it I get 60 fps average. |
SSAO works fine. The tonemapping is occasionally going crazy, but the SSGI seems to do nothing on my end so far. Nvidia graphics on 64-bit Linux. |
@aFoxNamedMorris Agreed, and the size, distortion and "reflection texture" from the flashlight changes according to distance. This is something I still have to see in a game. |
r_useSSAO should be stable with all OpenGL drivers however it can be slow with resolutions higher than Full HD. I get steady 60 fps with all features enabled at Full HD with a 3 years old Geforce GTX 660 ti. However I get performance drops down to 45 fps at 2560x1440. |
now I see it, there are compile errors from the shaders on my end, I haven't modified, maybe my drivers can't understand them? like always Oibaf Mesa 11.2 running on a Sandy Bridge with a Ubuntu 15.10.
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@RobertBeckebans It my be that my Geforce 630 is a bit too weak for the SSAO, as I've experienced SSAO performance issues on some games, on others I did not. My monitor only goes up to 1366x768, so I'm not running at HD. Are there more options for the SSAO type in the shader, r_useSSAO 1, 2, 3? Lower, higher quality versions, or sampling levels? @BielBdeLuna I've had rendering issues in the past with Oibaf Mesa, might need something implemented still. |
@BielBdeLuna That is one of the reasons I want Vulkan. It is one of OpenGL biggest design flaws that OpenGL drivers are allowed to use their own shit compiler. You don't ship shader code with DX 11 or Vulkan. Drivers should only interpret bytecode in a standard format. |
@yetta1 Yeah I will try to render the SSAO shader at the half resolution and use the result for bilateral upsampling. |
Implementation based on http://graphics.cs.williams.edu/papers/SAOHPG12/
Current results: http://imgur.com/a/zjecr
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