LordHippo Posted January 24, 2012 Author Share Posted January 24, 2012 Thank you all for your support I've decided to follow my boss orders! The reason is that game development community is really small in Iran. So if I start a fight, and get a bad reputation, I will be in trouble someday. But I'll follow Dozz's instruction and write a blog post about this SSAO. And I think it would be really easy for Josh or someone with some shader knowledge, to write it himself. Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Dozz Posted January 24, 2012 Share Posted January 24, 2012 It wasn't meant as an instruction, more as a hopeful maybe…and a greedy I want it A blog would be a great thing and you are wise to keep that job despite what I wrote, which was a bit out of order but kinda reflected my views of my current employer. It's all turning out good in the end. Thanks Quote Link to comment Share on other sites More sharing options...
LordHippo Posted January 24, 2012 Author Share Posted January 24, 2012 It wasn't meant as an instruction, more as a hopeful maybe…and a greedy I want it A blog would be a great thing and you are wise to keep that job despite what I wrote, which was a bit out of order but kinda reflected my views of my current employer. It's all turning out good in the end. Thanks My bad, I meant "advice". I have a really bad headache and used a wrong word! I'll write the post as soon as I get better Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
L B Posted January 27, 2012 Share Posted January 27, 2012 My bad, I meant "advice". I have a really bad headache and used a wrong word! I'll write the post as soon as I get better Get better soon! You can do it Can't wait. Quote Link to comment Share on other sites More sharing options...
L B Posted January 27, 2012 Share Posted January 27, 2012 Approved by LordHippo: Here are some comparison shots of with/without Crysis' SSAO (not his version (sadly)). I think it shows the difference quite well. 2 Quote Link to comment Share on other sites More sharing options...
LordHippo Posted January 27, 2012 Author Share Posted January 27, 2012 I've released my implementation of Crysis1 SSAO. http://www.leadwerks.com/werkspace/files/file/309-crysis1-ssao/ Hope you find it useful. 2 Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Rick Posted January 27, 2012 Share Posted January 27, 2012 Ah those are great examples. I can see now that it helps things not get washed out. Very nice Lazlo! Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 27, 2012 Share Posted January 27, 2012 Thanks for releasing the Crysis based shader, much appreciated Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Josh Posted January 28, 2012 Share Posted January 28, 2012 Incidentally, the reason Crysis SSAO tends to shade object faces for no reason is that because Crysis is a forward renderer, they have no access to screen normals data in the post processing pass. That's why Lord Hippo's SSAO looks better. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
LordHippo Posted January 28, 2012 Author Share Posted January 28, 2012 Incidentally, the reason Crysis SSAO tends to shade object faces for no reason is that because Crysis is a forward renderer, they have no access to screen normals data in the post processing pass. That's why Lord Hippo's SSAO looks better. Somehow disagreed. That's known as "self occlusion" problem. Though they also didn't fixed it in Crysis2 (which is a deferred renderer). Cause they've mentioned that they kinda like this side effect and did nothing to fix it. Actually there are some SSAOs out there that don't use normals (just the depth buffer) and don't have this problem. Best examples are Battlefield3's SSAO (not HBAO), ToyStory3 (one of the best SSAOs I've ever seen!), Uncharted2 and lot more. Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Josh Posted January 28, 2012 Share Posted January 28, 2012 Somehow disagreed. That's known as "self occlusion" problem. Though they also didn't fixed it in Crysis2 (which is a deferred renderer). Cause they've mentioned that they kinda like this side effect and did nothing to fix it. Actually there are some SSAOs out there that don't use normals (just the depth buffer) and don't have this problem. Best examples are Battlefield3's SSAO (not HBAO), ToyStory3 (one of the best SSAOs I've ever seen!), Uncharted2 and lot more. I experienced this in pure depth-calculated approaches because there was no way to know whether the face was angled, or if it was on an edge with another pixel next to it, further back in the depth buffer. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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