REQ: Ambient Occlusion
Moderator: Moderators
REQ: Ambient Occlusion
Im not sure if its possible to make real-time ambient occlusion for Spring, but this is amazing...
http://www.ozone3d.net/tutorials/ambient_occlusion.php
http://www.ozone3d.net/demos_projects/s ... lusion.php
In game AO:
http://pl.youtube.com/watch?v=xsU_5bP8eGg
Other links:
http://pl.youtube.com/watch?v=eefsv8tQm ... re=related (check discription)
http://www.ogre3d.org/phpBB2/viewtopic. ... sc&start=0
http://www.gamedev.ru/code/forum?id=78742
http://www.ozone3d.net/tutorials/ambient_occlusion.php
http://www.ozone3d.net/demos_projects/s ... lusion.php
In game AO:
http://pl.youtube.com/watch?v=xsU_5bP8eGg
Other links:
http://pl.youtube.com/watch?v=eefsv8tQm ... re=related (check discription)
http://www.ogre3d.org/phpBB2/viewtopic. ... sc&start=0
http://www.gamedev.ru/code/forum?id=78742
Last edited by Falcrum on 09 Nov 2008, 12:03, edited 6 times in total.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: REQ: Ambient Occlusion
I don't think you'll find many (if any) FPS's that use ambient occlusion, let alone modern, professional RTS's.
Re: REQ: Ambient Occlusion
Unreal 3 Engine
CryEngine 2
Leadwerks Engine
S.T.A.L.K.E.R.: Clear Sky
Gears of War 2
Toribash
Crysis
http://video.google.com/videoplay?docid ... 0709&hl=en
CryEngine 2
Leadwerks Engine
S.T.A.L.K.E.R.: Clear Sky
Gears of War 2
Toribash
Crysis
http://video.google.com/videoplay?docid ... 0709&hl=en
Re: REQ: Ambient Occlusion
Yes, let's pull a Crysis on every unit.
Re: REQ: Ambient Occlusion
Uh... just looking at what was done there, it looks like a technique that would be great for a FPS- say, the inside of a room- where you have a space and light sources that are static.
It'd be absolutely useless for outdoors scenes or anything that's animated, though. You'd just have to fake it with the usual tricks. If you want this effect on your model skins... Blender can bake AO render passes. Personally, I think it's a total waste of time for RTS geometry, where you generally need stronger contrasts than you can get with AO, but whatever.
It'd be absolutely useless for outdoors scenes or anything that's animated, though. You'd just have to fake it with the usual tricks. If you want this effect on your model skins... Blender can bake AO render passes. Personally, I think it's a total waste of time for RTS geometry, where you generally need stronger contrasts than you can get with AO, but whatever.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: REQ: Ambient Occlusion
You missed my point, which was that such a thing is massive overkill for an RTS. Saying that Crysis has such lighting does not mean that Spring, which doesn't even (beyond experimental levels) have bump-mapping/normal mapping and other systems that do have a significant impact on visuals, and are found in most modern RTS engines.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: REQ: Ambient Occlusion
Paper mache spring!
Re: REQ: Ambient Occlusion
Can I see your code jk?
Re: REQ: Ambient Occlusion
Ambient occlusion is faked with tricks, I don't think any game uses AO like e.g. Blender calculates it except for baked textures.
Re: REQ: Ambient Occlusion
http://pl.youtube.com/watch?v=hqCVFZq2LCg 2:20min. In FPS games its realy nice effect. Why not on RTS game ? Just try... SPring is open project.
Re: REQ: Ambient Occlusion
http://home.arcor.de/jkei/gfx_ssao.luaFalcrum wrote:Can I see your code jk?
it is everything else than finished
Re: REQ: Ambient Occlusion
Wow... Realy nice :) Thx jK
Re: REQ: Ambient Occlusion
http://pl.youtube.com/watch?v=exuSngXzpJA
Not realy good presentation SSAO because low quality video
SSAO OFF
http://img393.imageshack.us/my.php?imag ... 009ko6.jpg
SSAO ON
http://img361.imageshack.us/my.php?imag ... 008hu6.jpg
Not realy good presentation SSAO because low quality video
SSAO OFF
http://img393.imageshack.us/my.php?imag ... 009ko6.jpg
SSAO ON
http://img361.imageshack.us/my.php?imag ... 008hu6.jpg
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: REQ: Ambient Occlusion
What are the results from performance testing?
It does look better, but the difference is small enough that it would not be worth it if the performance loss is too high.
Also consider that most of the units there are still using the primitive 3do unit format, that do not use modern texturing methods. Most decently made s3o units have occlusion baked into their textures, so the difference would be considerably less.
It does look better, but the difference is small enough that it would not be worth it if the performance loss is too high.
Also consider that most of the units there are still using the primitive 3do unit format, that do not use modern texturing methods. Most decently made s3o units have occlusion baked into their textures, so the difference would be considerably less.
Re: REQ: Ambient Occlusion
FPS for me still same. No changes of performance :) Test yourself
Re: REQ: Ambient Occlusion
You can get higher quality if you switch from youtube to vimeo
Re: REQ: Ambient Occlusion
that is sooooo sexy, i just wish my gaming pc hadn't died. I WANT!
Re: REQ: Ambient Occlusion ( already done - download =) )
tried it, but i get this error when lua loads
[ 0] SSAO: Fragment shader failed to compile with the following errors:
ERROR: 0:8: '=' : assigning non-constant to 'const float'
ERROR: 0:9: '=' : assigning non-constant to 'const float'
ERROR: compilation errors. No code generated.
[ 0] SSAO: Fragment shader failed to compile with the following errors:
ERROR: 0:8: '=' : assigning non-constant to 'const float'
ERROR: 0:9: '=' : assigning non-constant to 'const float'
ERROR: compilation errors. No code generated.