Flappy Pannus
Veteran
So the computer they offered for this PC preview sports a 3080 and a ... i7 7700K
I gotta think that's a miscommunication from the press event or Tom just missed it. Very likely it was an i7-11700K.
So the computer they offered for this PC preview sports a 3080 and a ... i7 7700K
Interesting. Can RTAO cast actual indirect shadows?
So the computer they offered for this PC preview sports a 3080 and a ... i7 7700K
Looks about on par with something like Watch Dogs 2. Impressive compared to prior Saints Row titles I suppose.
Interesting. Can RTAO cast actual indirect shadows?
This looks just as flat to me and has that same card board look to the materials.Looks a lot better than watch dogs 2 to me. Lighting has a lot more depth and subtlety. WD2 looks pretty flat in comparison. It’s in a whole other league to saints row 4 of course which was has never been a graphics showcase.
Kinda. "Ambient Occlusion" is a proxy for indirect light visibility. (Screen space AO is not very good at all at capturing this property) It's not going to be accurate per light but it's basically "how exposed to the environment is this surface", and lights are typically somewhere else in the environment.Interesting. Can RTAO cast actual indirect shadows?
^ This is right, but all surfaces (except in a pure black environment, such as deep in a cave) are lit indirectly, so it's a closer analogue than you might think.If those pixels happen to be lit indirectly there would be a similar effect though.
Without directional information, not really.Interesting. Can RTAO cast actual indirect shadows?
Oh, so it doesn't even take direction into account.Without directional information, not really.
It is just occlusion amount for a whole sphere/hemisphere from sampling point.
Multiply the occlusion percentage with incoming light and you get darkening near objects, but not depending on lighting environment.
If you sample amounts of occlusion from different directions and shade accordingly, you can get quite amazing indirect shadows.
Direction information comes from the lighting setup and environment.Without directional information, not really.
As long as you just use a single value like percentage of occluded rays and multiply incoming light, you lose most directionality.Direction information comes from the lighting setup and environment.
Imagine rays being casted in an enclosed area, such as room, with just a single window.
If a ray hits a wall in the room, it will add darkening with the RTAO, but if it flies away through the window - it won't add any darkenning, so here comes the directionality, shadows won't be no longer uniform (though the effect will be hard to notice). In other words, since RTAO is an integral of shadowing coming from all possible directions, the window in an enclosed area will make certain areas less dark, creating a directional shadowing, it's just that rays must be long enough to capture the effect. The ray that hadn't hit anything can be then multiplied by a constant ambient term to simulate some basic form of GI, from the sky dome for example.
As long as you just use a single value like percentage of occluded rays and multiply incoming light, you lose most directionality.
If you find the openings and use something like bent normals and to sample ambient light, you start to see different results.
Just came to my mind that bent normals were not used in real-time graphics for really long time, even though they were presented in same presentation as AO for Pearl Harbor.
Some games have stored multidirectional AO and thus Objects could have multiple shadows from ambient light.
Personally i would love if playground next game would be some sort of wipeout clone instead of fable. And this hot wheels dlc only made me more hungry for wipeout....Amazing graphics.
This really comes down to how good your sampling is. Bent normals point towards the direction of where the the most of lighting comes from (for uniform lighting), which you can use to calculate self-occlusion with fewer samples (in the example of the room with window, this would be surface vectors pointing towards the window inside of the room), but the same results can be achieved via importance sampling, caching, more samples etc (in case of RT at least).As long as you just use a single value like percentage of occluded rays and multiply incoming light, you lose most directionality.
With RT, there is no such problem of some stuff (the window) being out of camera view since we trace 3D scene, so you get the same directionality anyway without the need to prebake anything.If you find the openings and use something like bent normals and to sample ambient light, you start to see different results.