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Ambient Occlusion - Application Controlled?

post #1 of 2
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This is something I've never got with the NVIDIA Control Panel. Why is there no "Application Controlled" setting for Ambient Occlusion? There's only Off, Performance, and Quality.

I've always wondered if you are using "Use Advanced 3D image settings" over "Let the 3D Application decide" and then have Ambient Occlusion set to Off, if it will automatically enable it when the program actually supports it in it's menu system?

Anyone have any information on this? I've wondered this for what seems like years now. I prefer to force 16x AF and 4x MSAA in all my games, since many games don't have AA/AF controls in them.. however this setting has always worried me.
Edited by Murlocke - 6/2/11 at 2:14pm
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The Leviathan
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post #2 of 2
Having it set to off won't prevent a game from using it if the game itself has AO as an option in the menu. I think this is the one time where the usual wording means something else, meaning off doesn't prevent the game from using it. It just signifies you're not forcing it in other games that don't have it as an option.

Proof, I enable AO in Borderlands and other games from within the game itself and I can see the shadow changes that occur and I always have AO off in my drivers.

As for AA/Anisotropic, the rule has always been that if a game contains options for AA/Anisotropic in the game itself it's preferable that you use the game's version of it. The exceptions were that some engines won't allow the game to have HDR + AA enabled based on the type of HDR. So you'd be able to enable HDR within the game then AA/Anisotropic in the drivers with no issues based upon the hardware and drivers, such as Oblivion with HDR and AA within the game wasn't possible, even worse back then HDR in the game + AA in drivers wasn't possible until higher hardware and better drivers came out. But, when later engines came out with HDR including the Source engine although HDR wasn't added until almost 2 years later, HDR was programmed with AA in mind and it was compatible and supported HDR + AA within the game itself, Valve explained this back in the day as to why many games didn't support AA + HDR from within the game itself, it had to do with a particular way HDR was being utilized in some engines. Based on how the HDR was implemented you didn't have to wait for hardware and/or drivers to support it if it was done a certain way. Obviously this isn't an issue games suffer from anymore.
Edited by Ascii Aficionado - 6/2/11 at 8:05pm
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