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TOPIC: AO - close to camera issue

AO - close to camera issue 1 year 1 week ago #1

  • Insomnia
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Hey all!

In Elite Dangerous, I have just added SSAO. It works, sort of. But very close to the camera the AO creates a pitch black effect which kinda ruins the play from cockpit. External view works great, and past the cockpit it works good as well.
I've fiddled with the settings here and there but most of the time I have no clue what I'm even doing lol.

Settings:
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.

//>Global Parameters<\\
#define AO_METHOD 1 //[1:6] //-No description given
#define AO_TEXSCALE 0.80 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.20 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 10 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 1 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 0 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given


// I have tried tweaking this back and forth but nothing happens.
#define AO_FADE_START 1.00 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.


//>Global Parameters<\\
#define AO_FADE_END 0.950 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RFX_ToggleKey //[undef] //-

//>SSAO Settings<\\
#define iSSAOSamples 24 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 35.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1.0 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 0.5 //[0.0:5.0] //-Amount of SSAO edge brightening

I'd love to use AO in cockpit view so I would be grateful to any assistance. :)
Game seems to be using Log Depth.

Pics:
As you can see there is a small part of the cockpit that isn't affected by the "issue", but rotating the camera around the cockpit will move the unaffected part.




THANKS!
Last Edit: 1 year 1 week ago by Insomnia.
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AO - close to camera issue 1 year 1 week ago #2

  • Marty McFly
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These are depth buffer issues. GTASA for instance has the problem.that the depth buffer seems to be curved when you move the camera close to an object so the AO radius for all objects is heavily lowered.
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AO - close to camera issue 1 year 1 week ago #3

  • Insomnia
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Thanks Marty!
I guess you guys can add Elite: Dangerous to the game list. It uses a logarithmic depth buffer. :)
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AO - close to camera issue 1 year 1 week ago #4

  • Insomnia
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I was thinking... Would it be possible to add some sort of start distance of the effect? Will that help with these issues? :)
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AO - close to camera issue 1 year 2 days ago #5

  • Insomnia
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Just to give a quick update...
The issue only happens with the SSAO shader method. The other methods works just fine. :)
Cheers!
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