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[IDEA] Voxel support

Posted: 11 Nov 2018, 23:43
by Matsilagi
Hey!
I found this on the ReShade forums, can this be used to improve the ENB AO? The guy mentions that it can be used to do AO and other techniques with better precision and visuals, achieving the levels of actual AAA games.

Here are the pics
Unvoxelized:
Image
Voxelized:
Image

Re: [IDEA] Voxel support

Posted: 12 Nov 2018, 11:21
by ENBSeries
There are no "levels of actual AAA games", everything is programmed by people, no some elites. So all effects used it "top" games not any better, mostly worse than ao in ReShade or in ENBSeries.
In general, voxels are not a solution, because you have worse performace and lose small details, the only positive factors of using them is reducing noise on things like fur, grass (and other vegetation) and for lit up bodies from environmental colors. People disable ssao in my mod often when play Skyrim, i'm sure they will not tolerate performance impact from using voxel cone tracing.

Re: [IDEA] Voxel support

Posted: 12 Nov 2018, 12:40
by TopGear
"People disable ssao in my mod often when play Skyrim, i'm sure they will not tolerate performance impact from using voxel cone tracing."

do you can have make option for disable this ?

"...voxels are not a solution, because you have worse performace and lose small details, the only positive factors of using them is reducing noise on things like fur, grass (and other vegetation) and for lit up bodies from environmental colors. "

do you can have mix this for you current SSAO code ?

Re: [IDEA] Voxel support

Posted: 12 Nov 2018, 12:44
by luluco250
Tbh I quite like really "spacious" (?) AO, too much detail and it looks weird from a distance, sort of the same problem I have with shadows that are too sharp, I mostly set them to lower res with a good amount of blurring (specially circular/jittering).

Also if SSAO imposes too much of a performance hit then it's not worth it IMO, it just doesn't do enough to justify it.

That being said, it'd definitely be interesting to see this in action in something like Skyrim under ENB, perhaps not worth it, but interesting nonetheless.

Re: [IDEA] Voxel support

Posted: 12 Nov 2018, 13:24
by TopGear
It may be luxury SSAO for high end PCs until new video cards are marketed, but I would like to see this improvement.

Re: [IDEA] Voxel support

Posted: 12 Nov 2018, 14:04
by ENBSeries
Okay, i'll consider it. But im sure it's wasting of time.

Re: [IDEA] Voxel support

Posted: 13 Nov 2018, 12:06
by ENBSeries
Nope, i still dont see anything special about using voxels for ao, except reducing noise on plants. There is no improvement in precision, on the contrary it's lower. Some time ago i have seen papers with comparison screenshots, there is nothing special worthy to make it. There are better algorithms to improve quality of lighting.

Re: [IDEA] Voxel support

Posted: 13 Nov 2018, 19:47
by Matsilagi
WHich better algorithms?

I've seen lots of those around the web but noone of the ones i've seen are better than Voxels in general.

Re: [IDEA] Voxel support

Posted: 13 Nov 2018, 19:53
by ENBSeries
Better algorithms for lighting, not for ao (lightprobes f.e.). No matter how ao is computed, it's can't jump over visual limit of this effect and be better, user can't see unless compare.