bioned 36 Posted February 25, 2014 well im fine with it as long as it help the game run better what does it stand for an what is it? im pretty sure it has something with rocks because thats what half of the update is about Share this post Link to post Share on other sites
novogeek 253 Posted February 25, 2014 It stands for Screen Space Ambient Occlusion. Wiki: Screen space ambient occlusion (SSAO) is a rendering technique for efficiently approximating the computer graphics ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in a video game in the 2007 Windows game Crysis, developed by Crytek and published by Electronic Arts. Wiki Page: http://en.wikipedia.org/wiki/Screen_space_ambient_occlusion Screen Images: https://www.google.co.za/search?q=SSAO&espv=210&es_sm=122&tbm=isch&tbo=u&source=univ&sa=X&ei=tCoMU9n0F8eN7QaF2YCIDg&ved=0CJ0BEIke&biw=1489&bih=849 The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest implementation, the occlusion factor depends only on the depth difference between sampled point and current point. Without additional smart solutions, such a brute force method would require about 200 texture reads per pixel for good visual quality. This is not acceptable for real-time rendering on current graphics hardware. In order to get high quality results with far fewer reads, sampling is performed using a randomly rotated kernel. The kernel orientation is repeated every N screen pixels in order to have only high-frequency noise in the final picture. In the end this high frequency noise is greatly removed by a NxN post-process blurring step taking into account depth discontinuities (using methods such as comparing adjacent normals and depths). Such a solution allows a reduction in the number of depth samples per pixel to about 16 or fewer while maintaining a high quality result, and allows the use of SSAO in soft real-time applications like computer games. Most modern game engines support SSAO or implement SSAO in some form or another. HTH Share this post Link to post Share on other sites
Grimey Rick 3417 Posted February 25, 2014 http://lmgtfy.com/?q=ssao Share this post Link to post Share on other sites