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Posted 09 October 2012 - 06:14 PM
Posted 10 October 2012 - 01:42 AM
Posted 10 October 2012 - 08:50 AM
Posted 10 October 2012 - 01:25 PM
Posted 10 October 2012 - 03:49 PM
Posted 11 October 2012 - 02:49 PM
The indirect light does indeed get shadowed due to the cone tracing, although not perfectly due to the approximations introduced by the voxelizations and the tracing itself. At the SIGGRAPH presentation they mentioned that they were still using SSAO to add some small-scale AO from features that weren't adequately captured by the voxelization, but I think that's a judgement call that you'd have to make for yourself.
UE4 still needs AO and deferred ? that´s a pretty curious statement. cone tracing´s second step (the actual cone tracing) should be done from a deferred target otherwise you are risking suiciding your framerate. Secondly, AO is the base effect that cone tracing can achieve, thirdly they have SSAO to complement like MJP says.
Posted 17 October 2012 - 03:17 PM
Edited by Frenetic Pony, 18 October 2012 - 03:11 PM.
Posted 18 October 2012 - 03:09 AM
Posted 07 November 2012 - 05:04 PM
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