PeterTh / gedosato

The Generic DownSampling Tool
GNU General Public License v3.0
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Small improvements to SAO (performance/looks) #177

Closed Boulotaur2024 closed 10 years ago

Boulotaur2024 commented 10 years ago

A picture is worth a thousand words I guess :

http://abload.de/img/screenshot_2014-10-0403ud5.png http://abload.de/img/screenshot_2014-10-04roui3.png http://abload.de/img/screenshot_2014-10-1066u3k.png

(I cheated a bit cause these were taken at 16 samples while the provided SAO.fx is only at 9 samples) I removed the mipmaps as they were causing really visible flashing unfortunately. I'm now working on a 1/2 depth buffer for performance improvements instead (while the SSAO is rendered at 1:1)

PeterTh commented 10 years ago

Looks really good in those shots, I need to try it with DS2 at some point. Too bad you couldn't get the mipmapping to work, it should result in a nice performance gain.

Dreadmoth commented 10 years ago

Hey Boulotaur2024, I saw this Assassin's Creed AO comparison you posted in the GeDoSaTo thread on NeoGAF (I'd comment there but don't have an account): http://screenshotcomparison.com/comparison/96027

The AO shading looks slightly misaligned in a few places - have a look at the railing and tree on the platform at the top of the path, the fork of the tree to the right of that platform and around the base of the hiding spot on the roof of the far-right building.

I had a look at the AO map you posted with the comparison - it looks like it got squashed vertically, with some blank spots at the top and bottom... might be an issue caused by Assassin's Creed's letterboxing?

Looks like it'll be pretty awesome once it's implemented :)