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Improved support for SSAO on New Outdoor Levels #2937

Open MonkeyFrogStudio opened 2 years ago

MonkeyFrogStudio commented 2 years ago

SSAO seems to be working on my own interior levels and all of the demos I've tested that ship with MAX. However, when I create a brand new outdoor level using MAX's BIOMs, enable AO, nothing happens, not even when I run a test game. Even if I use TABTAB and try to enable/disable AO, there is no difference.

MonkeyFrogStudio commented 2 years ago

Further testing makes it appear that SSAO is not working on any of the bioms at all, but is only working on models users have placed in the bioms. For example, if we run the Island Showdown, none of the trees and grass, etc., that are generated by the biom display SSAO when it's turned on, but user-placed trees, rocks, etc., do:

biom

LeeBamberTGC commented 1 year ago

@MonkeyFrogStudio Moving this into the performance tag. The reason SSAO is not applied to trees, grass and the terrain is that they are all custom shaders, and not from the Wicked Engine that integrates SSAO into all its native rendering. The solution is to rewrite the trees, grass and terrain shaders to support SSAO, or replace entirely with a new set of systems closer to or taken directly from Wicked Engine. As the current system dropped SSAO to speed up trees, grass and terrain by quite a bit, we can move this from the bug column until we can look closer at alternative ways to render the same amount of trees, grass and procedural terrain that includes SSAO (and other visual touches) without slowing down performance.