It's probably the most accurate, because there's much less incorrect darkening. The answer to this question is subjective. However, some people may prefer SSAO, as it results in a more contrasted image, which may be more flattering to the eye. HBAO also implies the use of eye image plane techniques to simulate the differences in iris size when looking from certain levels of light into other levels of light. Sign up to join this community. The best answers are voted up and rise to the top.
Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. SSAO vs. HBAO vs. HDAO - What's the real difference? Ask Question. Asked 8 years, 11 months ago. Active 2 years, 11 months ago. Viewed k times. Improve this question. Grumpy ol' Bear Grumpy ol' Bear 1, 4 4 gold badges 22 22 silver badges 27 27 bronze badges. Essentially, different rendering modes.
That said, BEST quality is subjective. I recommend you remove that bit, as everyone will have their own opinion. The second question, though, should be answerable.
Positioning yourself so that one object is in front of a flat object e. In my opinion AO looks pretty bad in Far Cry 3 no matter which option you use, with considerable performance hit. Any adjustment ingame to the settings will reset it, though - so best to make that file readonly afterwards.
Faster and better, imo — RibsNGibs. Add a comment. Active Oldest Votes. SSAO is less accurate but improves image quality with a much smaller performance penalty. Like any other technology, ambient occlusion has improved greatly over time. Below are some different types of it. Different graphics cards and their architectures and rendering technologies contributed to various ambient occlusion enhancements. Instead, SSAO looks at the pixels around the element and their depth, which makes CPU usage more efficient , while introducing dynamic rendering to make the ambient light more realistic.
Instead of focusing on the entire screen, SSAO measures ambient occlusion in pixel depth at a part of the screen. However, graphics card performance and video game demands have increased over time, which brought new techniques. It does so by considering the ambient light and the environment instead of just the pixels. VXAO, or Voxel Ambient Occlusion , is currently the closest video games can get to reality in terms of lighting and shadow rendering.
It also uses a different approach than SSAO and other techniques. This approach gives scenes an even more realistic touch , providing a great comparison between modern-day games and what video games looked like in the past. More technically, VXAO converts pixelated objects on the screen into voxels, which are 3D, cube-shaped pixels, hence the term voxel ambient occlusion.
Second, all of the techniques in question are just iterations of the SSAO; all of them work as a post process, after the scene has been rendered. This means that shaders have to do something magical to produce anything accurate from little information that remains after rasterization.
This is the oldest technique. It assumes that any pixel within a given screen space radius is a possible occluder. This is roughly approximated by calculating difference of blurred and original Z depth buffer and darkening result if blurry version has a greater value. The pitfall of this approach is that it both falsely darkens and fails to detect certain features.
You'll have to take a really good look at this pillar but you'll notice that while the ceiling is falsely shadowed on the sides it is not affected at the junction.
This algorithm attempts to solve problems of SSAO. It does so by using more information, namely the normal map. Instead of searching for occluders around a pixel in screen space it tries to restore small bits of the scene and make a more informed approximation of brightness that should be there.
You can notice that ceiling much clearly faces down , also, the pillar is darker at the top. There are differences in how they work, how they look, and how they impact the framerate. I'm not going to detail how they work. SSAO creates shadows around the edges of objects, sometimes incorrectly i.
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