I know what AO is and I can tell you that it adds depth to everything. I like it and sacrifice some performance for it.
I'm in agreement. IQ is enhanced with some degree of AO involved. To say otherwise is to willfully disregard the improved IQ.
I know what AO is and I can tell you that it adds depth to everything. I like it and sacrifice some performance for it.
This is probably what OP meant:
(taken from this blog: [url]http://backslashn.com/post/37712343299/this-is-not-how-ambient-occlusion-works[/url])
But this is not the fault of Ambient Occlusion, but rather how it is used.
There is no doubt about Ambient Occlusion being incredibly important for CGI and is implemented in every single professional CGI production. Indirect shadows is just an integral part of lighting.
Now, one can criticize some Screen Space Ambient Occlusion implementations, but in general it has been critical for games to make the world look more grounded. There is a reason that after Crytek implemented the thing for Crysis, slowly every other developer followed.
In most cases it looks way way better. In Far Cry 3 they failed.[/QUOTE]
Yes! That's the exact series of images I wanted to post.
It's a shame that people are mindlessly attacking the original poster. Yeah, Ambient Occlusion is great when it's used well, but that's the thing - it usually isn't used well in video games.
That's been an issue with every new graphical technique that can be abused in video games, it always takes time before developers learn some restraint. Lens flares used to be the main comically misused effect, so was bump mapping, and now it's ambient occlusion and chromatic aberration.
Ambient occlusion tech and the way it's used will improve with time, but there's nothing to be gained by defending the kind of piss-poor implementation we see these days.
[quote="ActionRemix, post: 111761911"][url]http://www.neogaf.com/forum/showthread.php?t=799580[/url][/QUOTE]
Almost every bit of shading that makes that plushie look so good is painted on, so it really doesn't belong in this thread.
This is probably what OP meant:
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(taken from this blog: http://backslashn.com/post/37712343299/this-is-not-how-ambient-occlusion-works)
But this is not the fault of Ambient Occlusion, but rather how it is used.
There is no doubt about Ambient Occlusion being incredibly important for CGI and is implemented in every single professional CGI production. Indirect shadows is just an integral part of lighting.
Now, one can criticize some Screen Space Ambient Occlusion implementations, but in general it has been critical for games to make the world look more grounded. There is a reason that after Crytek implemented the thing for Crysis, slowly every other developer followed.
In most cases it looks way way better. In Far Cry 3 they failed.
If given the choice between bloom, DoF, chromatic aberration or AO; I'll always pick AO. Unless it's a shitty implementation like Far Cry 3's, of course.
Yes! That's the exact series of images I wanted to post.
It's a shame that people are mindlessly attacking the original poster. Yeah, Ambient Occlusion is great when it's used well, but that's the thing - it usually isn't used well in video games.
That's been an issue with every new graphical technique that can be abused in video games, it always takes time before developers learn some restraint. Lens flares used to be the main comically misused effect, so was bump mapping, and now it's ambient occlusion and chromatic aberration.
Yeah it's not nearly as noticeable as some other features.
He wasn't lamenting AO as an effect, but the fact that real-time AO is expensive. Pre-computed AO doesn't affect the framerate, so I guess he's ok with it.
In most last gen games ambient occlusion either produced unnatural black auras around objects/characters (and this might still keep happening if Bound By Flame is any indication), or it was a shifting mess of living shadows that crawled away as an object/character obstructed the view of a SSAO'd corner, which I find really distracting even when it doesn't look like someone painstakingly spray painted every edge.Ah see, but here I disagree. Most games look better with SSAO. Most games look better with Chromatic abberation. Most games look better with motion blur. Most games look better with DOF in cutscenes. Unless you overdo it it simply looks better in my opinion.
However, ENB, sweetFX etc. are not what I mean. Their implementations and most importantly overusage of these features are not goodlooking in my opinion.
But most game developers use these features somewhat wisely.
It's a shame that people are mindlessly attacking the original poster. Yeah, Ambient Occlusion is great when it's used well, but that's the thing - it usually isn't used well in video games.
That's been an issue with every new graphical technique that can be abused in video games, it always takes time before developers learn some restraint. Lens flares used to be the main comically misused effect, so was bump mapping, and now it's ambient occlusion and chromatic aberration.
Ambient occlusion tech and the way it's used will improve with time, but there's nothing to be gained by defending the kind of piss-poor implementation we see these days.
Gimmick effect to sell 500$ gpu.
In that instance, I think it was patched in much later and maybe it didn't receive the same amount of fine tuning as the rest of the game. It does look very heavy handed there.
Harsh, but I see your point. Maybe console versions of games need a "performance mode" toggle where you can sacrifice AO, among other things, to get a more solid fps -- kind of like a more developed version of the toggles already available in some games (eg. v-sync, locked framerate, etc.).
That's a great comparison.Are you genuinely claiming that the shot on the left looks better in this example? http://international.download.nvidi...lack-flag-ambient-occlusion-comparison-2.html
I guess some really are fans of the flat Dreamcast look then
I guess some really are fans of the flat Dreamcast look then
I can't remember ever getting a 20 fps hit from AO.
There are plenty of shit implementations, but the technique has made great progress with HBAO+.
Well done motionblur should mimic aditional screen information, or help tie FRAMEs together.
You have unfortunately experienced shit motionblur implementations in your life probably.
Yes! That's the exact series of images I wanted to post.
It's a shame that people are mindlessly attacking the original poster. Yeah, Ambient Occlusion is great when it's used well, but that's the thing - it usually isn't used well in video games.
That's been an issue with every new graphical technique that can be abused in video games, it always takes time before developers learn some restraint. Lens flares used to be the main comically misused effect, so was bump mapping, and now it's ambient occlusion and chromatic aberration.
Ambient occlusion tech and the way it's used will improve with time, but there's nothing to be gained by defending the kind of piss-poor implementation we see these days.
Almost every bit of shading that makes that plushie look so good is painted on, so it really doesn't belong in this thread.