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Ambient Occlusion: The stupidest graphical technique of all time

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.
 
13729181033_705dce2ecc_o.jpg

http://www.neogaf.com/forum/showthread.php?t=799580
 
OP acts as of a graphical effect ain't worth it unless it can catapult a normal screen into the realm of photorealism. It's the layering of multiple subtle techniques that will lead to better graphics, not the emergence of one amazing technique that replaces the need for anything else.
 
Ambient Occlusion works great for making separate parts of an environment look like they genuinely connect in a subtle manner. This image is a great example of that:

IugX91V.png


The..."connectedness"? of the wall to the floor is more believable. It's a subtle effect, but one that is based in reality, and not bloody camera lens effects, like so many other modern game graphics techniques, and for that, I can appreciate it. Lighting should not be static at such 'crevices' of an environment.

The only problem I have with it is the generally bonkers performance drops that ensue.
 
I wouldn't call it stupid, necessarily, but it's a pretty poor use of horsepower. Can't say I like taking a major frame rate hit for an effect you only really notice in screenshots... and even then, barely.
 
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:

tumblr_mevcwzNIB61qzlvtz.jpg

tumblr_mevcxdJ1XB1qzlvtz.jpg

tumblr_mevcxjDnDH1qzlvtz.jpg

tumblr_mevcxpVy431qzlvtz.jpg

tumblr_mevcxvaQGk1qzlvtz.jpg

tumblr_mevcy2WUcA1qzlvtz.jpg

tumblr_mevcyaV9Jg1qzlvtz.jpg


(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.

Yup, Farcry 3 AO looked like a terrible mess. Hopefully with Ubisoft's new relationship with Nvidia we will get support for HBAO+ next time around in Farcry 4...
 
Skyrim is where you lost me. I don't know all of the things that go into ENB to make it look fantastic, but I know that AO is one of them and the results speak for themselves. Also in your first Skyrim shot you have an extreme DOF setting which is skewing the results.
 
AO is the only post process effect worth using, and one of the best (and only good) modern graphical features.

Until we have pcs fast enough for real time GI with light bouncing AO is the best approximation you can get to add some depth to a scene

(I'm not even going to dignify far cry 3's pathetic excuse for "AO")
 
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.
 
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.

Chromatic aberration is just dumb... it's like emulating screen curvature when playing NES games... There is no reason to try and capture the negative aspects of filming/etc.

DoF is dumb to me... I don't need a game forcing my focus on a part of the scene... just adds to motion sickness.

As for AO? Just another thing to disable if I need a bit more FPS. No hurt feelings on my part for it.
 
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.

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.
 
Is the entire OP written in a sarcastic tone or am I missing something? Every screenshot posted looked much improved by AO.

Worth it imo.
 
It's not a very noticable effect for sure. But it's obviously nice to have.

My beef with it, is that for what it offers graphically, it's seems to tax hardware way to much.
 
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.

I guess we can each interpret what the OP has to say in our own way, but between the title and the claim that it's either barely noticeable or unnatural-looking I think you're being charitable.
 
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.
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.
 
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.

How is it mindless if it's a different statement being made? One is complaining about it, the other is complaining about how it's implemented. Also, one has a title ripped out of Kotaku.
 
I've seen it done poorly, but that's more the exception than anything. Even many of your "bad" examples I think benefit from it. There are a lot of visual effects out there that can be implemented poorly, but that's a poor rational for criticizing the particular effect overall.
 
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.).

Most likely added via ENB, AO was never officially patched in.
 
Great to see so much support outside the OP. AO can create depth in the simplest of scenes. I love how it makes even simple boxes look nice.
dpV98Di.png
 
AO is present in real life, so I'm assuming you hate it in real life too?

AO is a wonderful thing that adds a ton of depth to an image. I could not disagree with you more, OP.
 
Many in game AO sucks (Bound By Flames is a recent example of how doing AO the wrong way) but Nvidia HBAO+ is freaking great and should be used in every game ever. I wish control panel can force HBAO+ for all games (it does but not for all games).
 
I disagree with most of the OP. I think the effect definitely adds something to the scene in most cases. Sure you can find examples where it's impact is minimal, but there are also cases where it's a big deal.
 
It must be mentioned that ambient occlusion works better when there is more geometry in the scene to occlude the light source. The more objects, the more soft shadowing that needs to occur. So posting low poly count scenes with no objects in the foreground is not going to help get your point across.
 
Ambient Occlusion is stupid a pointless!
*Proceeds to show a bunch of pictures demonstrating why it's a good thing to have and not pointless at all*
 
Well done motionblur should mimic aditional screen information, or help tie FRAMEs together.

You have unfortunately experienced shit motionblur implementations in your life probably.

Yep. It is problem with multi-platform PC games. Allowing higher framerate than game standard look worse with motion blur. I always disable it if option.
 
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.

You might want to reread the op. He's saying that AO in generally isn't worth the time due to its minimal visual upgrade , which many people disagree. Its this little subtle bits here and there that adds up to provide a big difference.
 
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