HDAO v HBAO #288
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Replies: 2 comments
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Apparently, this was done on purpose. Why - I don't know, I can assume that these are crutches from some bugs with the SSAO.
It seems like yes. At least I've read about it too.
Maybe it depends on specific textures / or their settings / bumps. P.S. The stairs in the first and second screenshots hurt my eyes. Please enable SMAA 😁 |
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Thanks for the response :) After testing all of the possible options out, I'm pretty happy with both default SSAO and HDAO. It's interesting how HBAO, which is meant for nvidia presumably, looks so awful on grass on my nvidia card. It's very distracting, but both of these other two work fine. After checking shader files, I found that the normal map intensity is controlled in ssao_hdao_new.ps in this line: Lowering this value makes them less and less intense, so I'll play around with the values, pretty sure I'll get in a sweetspot where it's not as pronounced but also makes a difference. However, even after playing around with other values in the file, I couldn't find any that control the distance to which SSAO is disabled. Is there any chance you know what needs to be changed for this? I'll illustrate my example with two videos, where the bumps that SSAO incresases disappear near the player, very distracting so would be lovely to figure out if it can be tweaked to at least minimise it: SSAO default (high): HDAO very high: |
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Apparently, this was done on purpose. Why - I don't know, I can assume that these are crutches from some bugs with the SSAO.
It seems like yes. At least I've read about it too.
Maybe it depends on specific textures / or their settings / bumps.
P.S. The stairs in the first and second screenshots hurt my eyes. Please enable SMAA 😁