There isn't a good reason I can see to not use SSDO over regular SSAO. It hardly costs more and looks much better IMO.
Also SSAO/DO is used in conjunction with other indirect lighting methods in most implementations I've seen. Crysis 2, BF3, Far Cry 3 etc. This seems to be a smart approach.
Better skin shaders for sure. I can has in Mass Effect 4 ?
Smart tessellation. By that I mean having the tessellator add usefull detail instead of millions of invisible performance raping triangles.
Better shadow maps. Not just higher resolution, but better filtering e.g. Crysis 2 DX11 with shadows getting softer with distance from the occluder.
Also SSAO/DO is used in conjunction with other indirect lighting methods in most implementations I've seen. Crysis 2, BF3, Far Cry 3 etc. This seems to be a smart approach.
Better skin shaders for sure. I can has in Mass Effect 4 ?
Smart tessellation. By that I mean having the tessellator add usefull detail instead of millions of invisible performance raping triangles.
Better shadow maps. Not just higher resolution, but better filtering e.g. Crysis 2 DX11 with shadows getting softer with distance from the occluder.