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[Nvidia] Ambient Occlusion from new drivers

2253 Views 33 Replies 21 Participants Last post by  Brutuz
I'm not sure how old this is, or if it is a repost, but it seems pretty cool so I thought it was a good candidate for news.

Quote:
The Release 185 GeForce graphics drivers introduce a new technology to the NVIDA Control Panel under Manage 3D Settings: Ambient Occlusion.

Ambient Occlusion adds realism to scenes by reducing the intensity of ambient lights on surfaces blocked by surrounding objects. It enhances depth perception by providing a soft shadow effect for objects based on their placement in the scene.

Standard lighting models compute the color of a surface based on its properties and the lights in a scene. Objects that are in the path of a light cast shadows, otherwise, their presence does not affect the lighting of other objects. Ambient occlusion improves this model by accounting for the dimming caused by objects that block out ambient light. An example of this is the junction where a wall and a ceiling meet; while no direct shadows are cast, the corner nevertheless appears darker. Ambient occlusion simulates this phenomenon, along with all other cases where objects are close enough to block out ambient light.
I'll try and deep link the pictures here *crosses fingers*




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I love ambient occlusion. Bout time they got it working for realtime, although I'm not sure of the actual quality of the shadows nor the amount of rays being calculated on the geometry, but it is a start in the right direction.
Yeah it's old news, came out right after the DX10.1 update.
Also about a 20% hit in performance.
Quote:


Originally Posted by grunion
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Yeah it's old news, came out right after the DX10.1 update.
Also about a 20% hit in performance.

I'm ok with a 20% hit as long as I stay above 60fps.

Sorry for posting old news though guys.
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Ya those images are really old but its good to see people taking interest. I think DX11 really optimized AO and from what I have seen looks better.
I thought you had an ATI if you didn't knew this...

This is older than September, IIRC.
Not worth a 20% hit in my opinion, at a quick look it just looks like the brightness is being turned up on the WoW example.
Cool, it's old but I haven't read it. So thanks for posting this.
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Yeah, prob. not worth the 20%, especially considering that on most recent games AO is often baked into the diffuse maps by the artist anyway.
Is this supposed to be available for every game?

Not available on Borderlands.

Turned it on for TF2, didn't notice any difference.
???

Borderlands does have AO.
Quote:


Originally Posted by SLeeZeY
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???

Borderlands does have AO.

Just realized that.
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AO works with HL2? I thought it was just some newer games like Riddick and FC2. I wonder if they'll add it to Oblivion/FO3.
AO just makes lighting more realistic and natural looking. But ATI has had AO for a while already.
Quote:

Originally Posted by Riou View Post
But ATI has had AO for a while already.
Err, no? They don't have it at all.
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Originally Posted by 003
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Err, no? They don't have it at all.

Fanboy Alert.

Click here to find out that you are wrong.
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Quote:


Originally Posted by Core2uu
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Fanboy Alert.

Click here to find out that you are wrong.

The pictures in that example look like shadow mapping more than ambient occlusion.
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