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I recommend against using SSAO.

I recommend against using SSAO. It makes games look bad (and kind of cheap), because the results do not look much like the way light really behaves. If you want your rendering to have nice lighting, there are all kinds of preprocessed global illumination techniques you can use. Yeah, these are not great for animated objects, and SSAO people will tell you SSAO is good for animated objects ... except it isn't, because again, the result does not look anything like actual light and shadow (I don't consider speed to be a great virtue if the thing that you produced quickly is not very good... Unless there is no way to do anything better because you can't affrod it.) There are other techniques you can apply in the case of animated objects to produce much better output (baking a per-vertex occlusion representation and evaluating it on the GPU, for example.) There was a brief window in time when SSAO maybe seemed like a good idea but we are well past that. The reason I say SSAO makes games look "kind of cheap" is because it usually gets used by Unity games that just turn on the SSAO flag. These games are instantly recognizable.

Posted by jblow on Jul 15, 2015, 2:11 PM

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I recommend against using SSAO.

jblowJul 15, 2015, 2:11 PM

I recommend against using SSAO. It makes games look bad (and kind of cheap), because the results do not look much like the way light really behaves. If you want your rendering to have nice lighting, there are all kinds of preprocessed global illumination techniques you can use. Yeah, these are not great for animated objects, and SSAO people will tell you SSAO is good for animated objects ... except it isn't, because again, the result does not look anything like actual light and shadow (I don't consider speed to be a great virtue if the thing that you produced quickly is not very good... Unless there is no way to do anything better because you can't affrod it.) There are other techniques you can apply in the case of animated objects to produce much better output (baking a per-vertex occlusion representation and evaluating it on the GPU, for example.) There was a brief window in time when SSAO maybe seemed like a good idea but we are well past that. The reason I say SSAO makes games look "kind of cheap" is because it usually gets used by Unity games that just turn on the SSAO flag. These games are instantly recognizable.

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