Re:Corners Don't Look Like That: Regarding Screenspace Ambie...
by jameshart on Tuesday March 08, 2022 @07:19AM
(#30599086)
Right. SSAO is a cheap way of emphasizing depth and edges. You might as well tell a line artist ‘you know, real objects don’t have black lines round the edge?’.
Re:Corners Don't Look Like That: Regarding Screenspace Ambie...
by ulber on Tuesday March 08, 2022 @01:19AM
(#30596993)
I don't think SSAO is really ever selected over more realistic methods for artistic preference. High budget animated films tend to go for ray traced methods even when they have a non-photorealistic style.
SSAO is just cheap.
Re:Corners Don't Look Like That: Regarding Screenspace Ambie...
by danbolt on Tuesday March 08, 2022 @01:25AM
(#30597022)
For what it's worth, the existing game console hardware at the time was the Xbox 360 and the PlayStation 3, so SSAO really would have been ROI back then.
Re:Corners Don't Look Like That: Regarding Screenspace Ambie...
by bluescrn on Tuesday March 08, 2022 @08:32AM
(#30599657)
'just cheap' = 'actually viable at 30-60fps on mid-spec PC/console'
If you have to real-time light everything, then there's not a lot of other viable options to make your scene look a bit more solid and objects look more grounded for the cost of just a couple of milliseconds of GPU time.
SSAO is subjective if it looks good, but it often does communicate corners and edges clearly which may be what they are going for.