Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team of rather different characters the player investigates, and if required fights, his way through a large case. How you solve the case is though up to you. Combine the strength of your team members is important as no team member alone can crack the case alone.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Dynamic Ambient Occlusion
Post comment Comments
SinKing
SinKing Dec 17 2013, 10:21pm says:

Hell that is the best AO I have seen computed in realtime. Compare this to UDK and it'S terrible ambient occlusion, for example!

When I learned rendering with Mental Ray I used a wide and a narrow AO pass. This has the effect of sharper edges and greater depth in crevices. I wasn't familiar with this technique before learning to render with Mental Ray, so perhaps you can also adjust a second layer for the sharp/narrow AO.

That is just a thought though. With the results you are already getting it's not really necessary to change much. This engine is really looking great!

+1 vote     reply to comment
Dragonlord
Dragonlord Dec 18 2013, 10:24am replied:

I experimented with that idea too. It's going by the name of Multi-Resolution Ambient Occlusion. My shader can do from 1 to 4 layers with different radi. I did though not find too much of a difference for me to warrant the increased sampling cost. I'll maybe add the option for players to enable this if they want. Even with the additional cost the 4 layer variation would be fast enough on a modern card. This though requires more experimenting with the settings. I'll leave this as a ticket for the second release since then I'll have already feedback from users. That should be helpful.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Description

Dynamic ambient occlusion using a modified SAO. Little demonstration run with first showing the pure dynamic ambient occlusion output and then some example locations with dynamic ambient occlusion enabled and disabled. In the last shot it can be seen how the ambient occlusion correctly affects only shadow geometry and not geometry in plain light. This is a typical error of cheap SSAO post-processing effects multiplied across the entire image.

Video Details
Type
Demonstration
Date
Dec 17th, 2013
Length
02:46
Filename
ssao.mp4
Options
URL
Embed
Share
Report Abuse
Report media
Add Media
Members only