I copied the setting from evok99's screenshot and tried to reproduced the effect.
It does not happen for me.
On other note i notice performance increase.
TES Skyrim 0.141 beta
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- *sensei*
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Re: TES Skyrim 0.141 beta
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Re: TES Skyrim 0.141 beta
evok99
Ssao not designed to work without indirect lighting
Ssao not designed to work without indirect lighting
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Re: TES Skyrim 0.141 beta
I hope the SSAO will be also in GTA IV, because it looks more realistic and I don't have bugs as in GTA (I wrote about it early).
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Re: TES Skyrim 0.141 beta
Thank for your new ssao effect, Boris. I really like it very much, it is quick test for it.
v0.139
v0.141
v0.139
v0.141
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Re: TES Skyrim 0.141 beta
NickJames
Dawnbreaker can be fixed but it most likely means disabling the light or at least toning it down considerably.
Dawnbreaker can be fixed but it most likely means disabling the light or at least toning it down considerably.
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Re: TES Skyrim 0.141 beta
Here is clear shots of ssao only (without per pixel normals of deffer, because harder to see difference on non planar ground). Darker is new, brighter is old (like in 119, but less noisy, tweaked randomizing code).. Unfortunately new ssao produce a lot of noise, this require different code, not classic ssao sampling but rather raytracing in image space and optimizations for it not the same. In general it calculated like ambient occlusion in software renders (not all of them allow to rasterize ao, blender can as i remember), camera rotation have much less effect on darkening and areas between legs or between arms and body is most time dark as it should, ground under feet also more properly darkened. The problem is not only with noise, ssao amount greater than 1 now going beyond real values, this is correct, but not for old presets.
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Re: TES Skyrim 0.141 beta
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Re: TES Skyrim 0.141 beta
Boris
Thanks for the screens. I haven't had time to check out the new beta yet, but the new ssao looks extremely detailed and realistic. And if the effect is indeed less dependent on the camera angle, I'm already sold, as it's always been one my main gripes. I really hope you can way to find to get around the apparent noise without sacrificing too much performance or image quality, though. I don't think it's a problem that old presets need to be adapted, with full backwards compatibility there's not much room for development.
NickJames
Well, you could always lower adaptation intensity for nights. If you want to have intense eye adaptation, it's only logical that a very bright light source right before your eyes makes it impossible to see your surroundings. It's a bit like saying that you want a blue car that needs to be red, if you get my drift.
Thanks for the screens. I haven't had time to check out the new beta yet, but the new ssao looks extremely detailed and realistic. And if the effect is indeed less dependent on the camera angle, I'm already sold, as it's always been one my main gripes. I really hope you can way to find to get around the apparent noise without sacrificing too much performance or image quality, though. I don't think it's a problem that old presets need to be adapted, with full backwards compatibility there's not much room for development.
NickJames
Well, you could always lower adaptation intensity for nights. If you want to have intense eye adaptation, it's only logical that a very bright light source right before your eyes makes it impossible to see your surroundings. It's a bit like saying that you want a blue car that needs to be red, if you get my drift.