Marty McFly's Ambient Obscurance (MXAO) with IL
- NattyDread
It's a real mystery how none of "big" AO methods have such an option. I guess AO is still considered a something "nice to have" and not "must have".
Do you plan on introducing back luminance consideration for AO intensity or any other way of dynamically controlling intensities, both for AO and IL?
Currently playing around in Witcher 3 and I often find my IL burning up on brighter locations. It would be great if it could auto-adjust itself over a certain luminance threshold or just have the ability to to use a different, less destructive blending formula. I'm not gonna say Screen but will use Unity's terminology - Soft Additive perhaps?
- Marty McFly
- Topic Author
I'm currently a bit occupied with other projects, hence I haven't uploaded this newest build here on the github repository.
- spartaque12
- TreyM
- Marty McFly
- Topic Author
btw, I just modified the position reconstruction so it takes Field of View into account. This means more accurate AO placement, especially for wide aspect ratios and/or low FoV values, because MXAO currently assumes 90 degree vertical and horizontal FoV. This works in most cases but it's not ideal. The computation for this shouldn't add any performance overhead.
- Sinclair
But don't keep it on my account. The FoV accommodation thing sounds like a nice add, as KOA also has a notoriously cramped FoV.
Thanks again, McFly!
- GP-Unity
- Sunesha
Marty McFly wrote: Does anyone actually use the smoothed normals? I'm not satisfied with the feature at all and would like to cut it.It's a resource hog and does more bad than good imo.
btw, I just modified the position reconstruction so it takes Field of View into account. This means more accurate AO placement, especially for wide aspect ratios and/or low FoV values, because MXAO currently assumes 90 degree vertical and horizontal FoV. This works in most cases but it's not ideal. The computation for this shouldn't add any performance overhead.
I use smooth normals for low polygon games if I have the budget for it. Though it is kinda last on my reshade fps budget list and usually mess about with the blur sharpness instead. Though from another point of view, it's the feature I use the least.
- VoidsShadow
- NattyDread
Also, what VoidsShadow said. Smoothed normals would greatly benefit that shader.
I didn't use it for gameplay as of yet but I like to pop it in some of the setups for ss:
it's really good in faking that pbr look in older games
- Nerrel
Marty McFly wrote: Does anyone actually use the smoothed normals? I'm not satisfied with the feature at all and would like to cut it.It's a resource hog and does more bad than good imo.
It seems to do a lot of good for N64 games. Link's model has exaggeratedly obvious polygons when using AO, but the smoothed normals go a long way to making it look round. Performance isn't an issue for me, although it is only a 20fps game.
And thank you for making and continuing to improve this shader. I've been using it with GlideN64 and I think it works really well, but unfortunately the upcoming version of the plugin won't allow depth buffer access (you can get it now by disabling framebuffer emulation). I'm hoping to convince the devs to make the depth buffer available at all times so that this plugin will work, it would be really hard to go back to playing without it.
- Marty McFly
- Topic Author
- Martigen
Will keeping it affect performance? Could always have two shaders, MXAO and MXAO + Smooth Normals.Marty McFly wrote: Hmm I'll try to make it better. It's pretty hard to smooth the surfaces without artifacts, I'd have to detect somehow where an edge is and how far a flat area extends. Then it needs a falloff so it doesn't smooth 90 degree angles and so on.
- Chavolatra
- Marty McFly
- Topic Author
- Marty McFly
- Topic Author
- Sunesha
- Chavolatra
- DoomedSoul
- Marty McFly
- Topic Author