V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.

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SSAO comparison
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TheLeadHead
TheLeadHead - - 364 comments

I might be partially blind, but I don't see any difference. Viewing in original size doesn't help. Help me, where are the spots I have to look at to see it nicely? :<

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Lоnerboner
Lоnerboner - - 8,303 comments

It indeed is kinda hard to spot.

Mel, I suggest creating separate images and then create a .gif out of all of them. If you don't have the tools to create .gif's, send the images my way :)

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Blakluma
Blakluma - - 238 comments

I can easily spot the difference, the second one obviously has darker,smoother shadows and there also seems to be a lighter tone to the building. Really though, I have seen SSAO work best on high-poly models, so maybe a picture of a truck or one of the game's monsters would better represent SSAO;
Ex.
SSAO off: Geforce.com
SSAO on: Geforce.com

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d4v33edz
d4v33edz - - 3,070 comments

Each change sure is subtle, I found that by looking the building behind the main one in the shot, the grass and the barren piece of ground to the left of the screen some difference's show, I suspect the difference's would be more apparent during game-play.
It must have taken a fair bit of time setting these comparisons up, so thanks for doing it.

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Meltac Author
Meltac - - 1,140 comments

Hehe, sorry but you guys just fell into my trap ;-)

That was my point in making this comparison - to illustrate that all the SSAO thing is far over-hyped because the effect is barely noticeable and doesn't improve the overall visual experience much. Also, the various implementations (and ports from other games) do not show major differences nor improvements.

I've wasted lot of my spare time trying to merge one SSAO approach after another into my shaders but the result doesn't get much better. Even with the port from CoP for which so many users always yelled for...

Sorry I didn't mean to offend anybody, just couldn't help but illustrating that this all is a fairly overestimated topic if you ask me. I should have spent my time for better things than that.

Btw, CBAO = Contrast based ambient occlusion = my invention ;-)

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d4v33edz
d4v33edz - - 3,070 comments

Doh!...New glasses for me :D

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DeltaForce95
DeltaForce95 - - 362 comments

as long as theres no stripping effect in the shadows i'm happy ;p

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Meltac Author
Meltac - - 1,140 comments

Unfortunately there is, with all the approaches above (except CBAO which is just fake SSAO). By now I'm not aware of any solution in SoC successfully avoiding those stripes...

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Daemonion
Daemonion - - 529 comments

I downloaded OGSE's recent shader pack they released and it fixed shadow stripes for me.

before: I.imgur.com
after: I.imgur.com

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Meltac Author
Meltac - - 1,140 comments

Oh, didn't notice that when I tried their new shaders. Will check whether this works under patch 1.0005 as well (as we don't have the jittering they have with 1.0006).

Thanks for the hint.

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Lоnerboner
Lоnerboner - - 8,303 comments

You sneaky bastard you! damn lurk 1.2 looks good :)

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Meltac Author
Meltac - - 1,140 comments

Sorry, can you tell me what exactly you're talking about?

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Lоnerboner
Lоnerboner - - 8,303 comments

Nahh, was directed at Dae, but it replied to you :/

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Description

A series of screenshots showing different SSAO implementations:

1. SSAO disabled
2. Legacy (Sky4ce)
3. Dynamic Shaders
4. Daemonjax
5. Ported from CoP
6. CBAO

(from top left to bottom right)

Select View Original for details.