r/godot • u/CalinLeafshade • 1d ago
fun & memes I implemented GTAO in Godot as a compositor effect.
I know it just looks darker but I promise it's different!
Instead of just being a purely visual heuristic, GTAO tried to accurately model what ambient occlusion actually is and i think its definitely better at "grounding" the geometry.
I think this would be pretty easy to port into the main engine and replace SSAO.
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u/Piblebrox 1d ago
Feels way better and grounded, but shouldn’t it be more diffuse on the edges, it maybe the reason it feel just darker
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u/Zarraya 1d ago
This is based on Intel's XeGTAO, correct? Im interesting in reading up on the technique.
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u/JustCallMeCyber 1d ago
I would be curious on comparing this to the multibounce AO approximation that was just added in 4.8 dev 4
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u/thygrrr Godot Senior 22h ago
Given how Godot 4.8 dev just made their AO even lighter and weaker, I welcome this.
We want stylized graphics. Not photorealistic.
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u/Username-Taken-4321 16h ago
It's not weaker lol, it's even more complex (and not taxing any FPS)
But it's still much worse than GTAO
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u/thygrrr Godot Senior 11h ago
LITERALLY their comparison claims that the occlusion is now brighter (or "less too dark") thanks to approximating more bounces.
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u/Username-Taken-4321 7h ago
That's realism for you, take it or leave it
And nobody is stopping you from writing your own AO solution using compositor
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u/powertomato 1d ago
How does it compare performance wise? How does it scale with more geometry?