- Posts: 1
Question on AO
- Topic Author
it is a cheaper and more "realistic" AO than HBAO.
I'm kind of a newbie to this and personally i think it looks much better than HBAO but the second i turned it on in COD WW2 i instantly thought: "gee, this reminds me of MXAO".
Does anyone know the differences and similarities of the two?
- Posts: 207
Hope it clarified your doubts.
Marty McFly wrote: MXAO (as you maybe know) is based on Alchemy AO and therefore, along with HBAO+ and ASSAO which all work more or less the same, state of the art of 2012-2014.
Current state of the art method of computing SSAO is called Ground-Truth Ambient Occlusion, short GTAO. It's a fairly new method from Activision, which is considered an upgrade to HBAO and tries to estimate the occlusion as physically accurate as possible.
Besides, in that same post, Marty McFly announced an upgrade to his shader MXAO, based right on GTAO method.
If you're interested in that, you'll find it being included in the qUINT collection. Just change the preprocessor value "MXAO_HQ" from 0 to 1 to activate it, like this:
Doing like this it is saved on the preset and won't need the FX file to be redistributed.