Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

Screenshot was uploaded after. *cough* ;)

Ok, that's SSAO, but I haven't seen it on console as yet...
 
Well, perhaps it's only a drop shadow for the character.

There are plenty of shots I've come across that don't have any SSAO in any form (e.g. bottles sitting on a shelf, objects on ground, corners of walls or buildings). Cut-scenes certainly don't exhibit it even then.
 
It seems to be only for the player character as in the above shot, but even then in very specific conditions during gameplay. It's pretty much absent everywhere else (I don't have a shot off-hand to even show it :p ).

At least there's nothing on console to suggest SSAO being used on the rest of the scene.


Free Image Hosting by ImageBam.com
 
Screenspace AO is not much more then a simple drop shadow anyway ;) They use the Z-depth to create a mask for it but it hasn't got much to do with light, and it shouldn't be used on the entire image anyway (direct light should not be occluded, we use shadows for that).
 
True enough... Just a different implementation I guess. The first shot I have there should at least show some sort of SSAO on the join between the building and bridge if it were similar to previous ones. Saboteur just seems to only use it on the player character in-game, as it is completely missing in the close-up cut-scenes.
 
Slightly detaching from the topic, could anyone enlighten me on whether Killzone2 used SSAO or some other form of contact shadows?
 
just a question, by baked AO is it just basically like a sheet of texture that being applied on the surface? Because I notice games with SSAO, when you shine the flash light (light map?) on the SSAO shadow, it will stay there, but all the moving object will have shades move along with them. In games like KZ2, if you cast the shotty flash light on the shadow / shades they actually lights up and you can see the texture. Many old PS2 games doesn't do any of the above.
 
Most games actually bake AO into the color texture. KZ2 can do some trickery because of their deferred rendering engine.
 
I was wondering if anyone noticed this, Uncharted 2 @ 720P seems to have 2xMSAA whilst rendering in the 1080P mode it seems it might be rendering more pixels and dropping the MSAA entirely as the level of jagged edges between the two modes seem to be different.

Can anyone else confirm or deny this is happening?
 
Back
Top