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.

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Report RSS Dynamic Ambient Occlusion
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SinKing
SinKing - - 3,119 comments

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!

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Dragonlord Author
Dragonlord - - 1,934 comments

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.

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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.