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Replace SAO with ASSAO as Godot's new SSAO - #44182
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Is it intended that I can see the textures' details on the ASSAO screenshot (even the half-resolution one)? I can't see texture ambient occlusion on the SAO and MSSAO screenshots. |
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@Calinou yep! ASSAO uses the normal buffer to generate SSAO while our implementation of SAO ignored it and MSSAO couldn't use it. So what your seeing is not the texture's AO, but a high detail AO generated from normals. |
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@Calinou AO texture maps are much higher quality than SSAO, plus they can be used even when the object doesn't have a normal map. There is no reason not to use both AO maps and SSAO together IMO. |
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Look OK, I am still in doubt about exporting so many parameters to Environment, but I need to try them for a while to see what is actually important. |
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Thanks! |
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Compute shaders again or something backportable to 3.x? |
That said, I think it would be possible to backport the half-resolution setting we had in the old SAO to the |
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@Zireael07 @Calinou in theory the original ASSAO could be ported to GLES3 as it's all done in a pixel shader. However, it would require duplicating all the work I just did here. |
I think it would still be worth it to backport, though. IMO, there might be 3.x games that want realistic graphics but cannot move to 4.x for some reasons, and #48503 affects them. |
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@atirut-w Someone was working on implementing GTAO in |
Replace SAO with ASSAO as Godot's new SSAO
Replace SAO with ASSAO as Godot's new SSAO
Replace SAO with ASSAO as Godot's new SSAO
Replace SAO with ASSAO as Godot's new SSAO
Supersedes: #42077
This is a direct port of Intel's ASSAO using some optimizations from AMD's CACAO.
This is significantly faster and higher quality than our current SSAO. It is also much higher quality than MSSAO in #42077 but is slower.
Timing on RX 5600 XT
ASSAO
SAO (currently broken on master)
Old SAO

New ASSAO

New ASSAO - Low Quality - Half Resolution

Not used MSSAO