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REQ: Ambient Occlusion
Posted: 06 Nov 2008, 02:53
by Falcrum
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 03:42
by Warlord Zsinj
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
Posted: 06 Nov 2008, 03:57
by Falcrum
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
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 04:07
by lurker
Yes, let's pull a Crysis on every unit.
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 05:32
by Argh
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.
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 06:27
by Warlord Zsinj
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.
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 06:57
by jK
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 07:31
by REVENGE
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 09:40
by TheFatController
Paper mache spring!
Re: REQ: Ambient Occlusion
Posted: 06 Nov 2008, 14:52
by Falcrum
Can I see your code jk?
Re: REQ: Ambient Occlusion
Posted: 07 Nov 2008, 17:27
by KDR_11k
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
Posted: 07 Nov 2008, 20:25
by Falcrum
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
Posted: 07 Nov 2008, 20:41
by jK
Falcrum wrote:Can I see your code jk?
http://home.arcor.de/jkei/gfx_ssao.lua
it is everything else than finished
Re: REQ: Ambient Occlusion
Posted: 07 Nov 2008, 21:31
by Falcrum
Wow... Realy nice :) Thx jK
Re: REQ: Ambient Occlusion
Posted: 08 Nov 2008, 00:16
by Falcrum
Re: REQ: Ambient Occlusion
Posted: 08 Nov 2008, 03:41
by Warlord Zsinj
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.
Re: REQ: Ambient Occlusion
Posted: 08 Nov 2008, 14:08
by Falcrum
FPS for me still same. No changes of performance :) Test yourself
Re: REQ: Ambient Occlusion
Posted: 08 Nov 2008, 18:35
by AF
You can get higher quality if you switch from youtube to vimeo
Re: REQ: Ambient Occlusion
Posted: 08 Nov 2008, 23:20
by Quanto042
that is sooooo sexy, i just wish my gaming pc hadn't died. I WANT!

Re: REQ: Ambient Occlusion ( already done - download =) )
Posted: 09 Nov 2008, 02:59
by Hacked
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.