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Frantic PonE

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  1. Yeah it's impossible unless you depth slice a ton or whatever. Point is SSAO is for very small radii ambient occlusion, one where you can just assume it's a heightfield and probably be correct. .2 or .1 meter radius, depending on if you're first or third person, depending on if your using human character standard units, is typically the max radius you'd want to use for SSAO, at least IMO, some people use more, but the larger you go the more obvious the errors are.
  2. Here's another one:
  3. Importance layered depth is neat. FP16 bit depth, because you don't need ranges beyond your SSAO anyway, then just do another depth layer, K-buffer or whatever, in tiles around the edges of each object. Results can be pretty nifty and much more temporally stable, but that doesn't mean it's not costly still. The original GTAO paper actually has a separate hack for this exact scenario, which is to somehow lessen contribution from thin objects. It's been a while so I don't remember the details, but it should be in the paper yes? Or is it a different version of the same paper? Ok yeah, glancing through it they have "thickness heuristic" hack for this exact scenario. Is this not working?
  4. Frantic PonE

    Ideal rendering engine?

    Opposite opinion, sort of, from Hodgman. Vulkan is more compatible (Windows 7!) has some more useful features, and is even ever so slightly faster than DX12. Also, Deferred Texturing is nice, if you want to not bother with metalness. You can do whatever you want with materials then, as good as a forward pipeline, along with other neat features. IE no sitting there and writing half of the deferred features in for Forward anyway just because you want SSAO or etc. Ideally? Ideally I'd write a ratyrace only, non polyogonal modelling only (Voxels? Subdivision? Combination of?) engine with GPGPU physics only (it works for Claybook... SDFs for the win!), among other things. I'd ditch normal UV mapping for Volume UV mapping only, maybe figure out how to do volume particles only. Particles today are so horrid, even when running a ton of Raytracing on assumedly a $1k 2080ti, with fancy lighting and reflections, they just look like terrible, 2 dimensional, unlit junk. Just compare that to Tintin (2011), which primarily used Raster (old Renderman) and had secondary single bounce GI occlusion of such a low res you could see aliasing artifacts, yet in the plane crash scene the sand is so much better than anything in games today.
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