No, it will change alright even with fov to compensate Y/X, it is screenspace normals not in worldspace, it should be relative to camera pos.AgainstAllAutority wrote:look at green component at structure's rooftop (same story with red component and left/right camera movement or rotation). Its changed. However object and surface still have same normal, it should be independant if camera coords.
and AO is calculated from "deltas/difference" of local geometry, so there is no need to transform into worldspace.
The uncompensated X/Y will cause depth bias on screen's edge due to it is computing distance from object to camera, not to camera plane.
(like some spherical distortions on normals), but it still serve well as piecewise linear for SSAOs.
you can observe the distortions your self, just find a flat surface that span across whole screen, and check if there is any change in normals on that surface.
And in HBAO, AlchmyAO, SAO, non of them seems to bother with it.