NVidia HBAO+ source on github

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4 years 3 days ago #1 by lowenz

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4 years 3 days ago #2 by Marty McFly
I already submitted my application (source code is not openly available) so in a few hours I'll be able to have a look at it.

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4 years 3 days ago #3 by aufkrawall
I don't know if this has already been mentioned, but what about HDAO of AMD's gpuopen? :)
github.com/GPUOpen-Effects/AOFX/
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4 years 3 days ago #4 by Marty McFly
Could port it but really, it's not that revolutionary.
Btw, HBAO+

File Attachment:
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4 years 3 days ago - 4 years 3 days ago #5 by Boulotaur2024
They finally dropped the source-code now that VXAO is king (and deservedly so) :
abload.de/img/vxao_hbao_1vkxff.gif

Well it's still a good news. Thanks for posting !
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4 years 3 days ago - 4 years 3 days ago #6 by Marty McFly
Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.

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4 years 2 days ago #7 by Kleio420

Marty McFly wrote: Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.

if possible could you port over hbao+ if they are putting the source out in the open now ? Just out of curiosity if you did find the time to do this what about HDAO as well.Also how come with reshade things like hbao have such a huge fps cost vs in game implementations is it more of a reshade limit of being generically based or just how the ao is being applied in reshade vs how having access to the game engine would apply it ?

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4 years 2 days ago #8 by Marty McFly
???

I literally just posted a screenshot of HBAO+
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4 years 2 days ago - 4 years 2 days ago #9 by JBeckman
GTA San Andreas? Huh so HBAO+ could actually be used from a injector? (ENB? If that is GTA:SA) interesting. :)
(Well I guess it depends on what you are allowed to do with the code I suppose.)

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4 years 2 days ago #10 by Marty McFly
It is HBAO+ ported to ReShade, the actual source code of it..

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4 years 2 days ago #11 by Elimina
What happened to the HBAO+ download thread? It doesn't seem to be in presentation anymore

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4 years 2 days ago #12 by Marty McFly
Have you downloaded the file and tried it?
If not, look at today's date, then you can guess what it does :P

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4 years 2 days ago #13 by Elimina

Marty McFly wrote: Have you downloaded the file and tried it?
If not, look at today's date, then you can guess what it does :P


Dammit marty XD I should have known

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3 years 11 months ago - 3 years 11 months ago #14 by Boulotaur2024

Marty McFly wrote: Screenspace approximation vs world space volumetric integral, who wins :p
Although I'd really like to see debug screenshots of that.


There you are :



I believe this is exactly the Ambient occlusion part that we saw in that VXGI demo a few months ago... Although it was never stated anywhere. It's just an educated guess.

VXAO is a lot better of course, but it comes at a high performance cost...

Also I'd be interested in a HBAO+ port for Reshade if you have the file lying around on your HDD...
People are going to ask for it anyway... Marketing yeah I know... But still...
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3 years 11 months ago - 3 years 11 months ago #15 by crosire

Boulotaur2024 wrote: Also I'd be interested in a HBAO+ port for Reshade if you have the file lying around on your HDD...

This isn't going to happen anytime soon, quote from the HBAO+ source code:
NVIDIA CORPORATION and its licensors retain all intellectual property 
and proprietary rights in and to this software, related documentation 
and any modifications thereto. Any use, reproduction, disclosure or 
distribution of this software and related documentation without an express 
license agreement from NVIDIA CORPORATION is strictly prohibited.

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3 years 11 months ago #16 by jas01

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3 years 6 months ago #17 by lowenz

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3 years 6 months ago - 3 years 6 months ago #18 by Marty McFly
I ported that as well some time ago, it's not worth it.

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3 years 6 months ago #19 by robgrab
Doesn't Marty have a code sharing agreement with NVIDIA since they had no problem borrowing his code? :)

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