The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
Hopefully this will put the SSAO debate to bed once and for all. As you can see from these 2 identical screenshot snippets there is a difference depending on what SSAO method and samples you use, it is not placebo effect. In this example you can clearly see the shadowed edges blended nicely with 25 passes, opposed to 10 samples (a'la "classic" SSAO) with 10 passes. So we can conclude that the minimum amount of passes you want to have when using SSAO or writing your own algorithm is 25 and you should have written into your algorithm a internal filter for a minimum of 12 passes per sample (in this case 25 samples) so the final result is 25 x 12, or a combined total number of passes of 300.
Good work mate :D
Only a question : this mod will bring new content such new maps and artifacts ?
Artifacts have been overhauled, you can use them as a weapon by putting one in your pistol slot then holding the fire button down. New levels were going to be added but I decided to overhaul pretty much everything instead to give people the SoC we all deserve and should of had at retail release. In short, I have rebuilt SoC from the ground up pretty much.
Good