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 Post subject: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 6:56 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
I think i hit the perfect configuration to add ssao to pinballs without glitches. Look this images comparision.

With SSAO
Image

Without SSAO
Image


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 9:20 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1694
Location: Ontario, Canada
What are the advantages of SSAO for future pinball?


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 9:23 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
Gimli wrote:
What are the advantages of SSAO for future pinball?


SSAO works like shadows, looks more realistic. See the pictures and compare.


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 9:26 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1694
Location: Ontario, Canada
I have no idea what this is? This is what Wikipedia Says:


Screen space ambient occlusion (SSAO) is a rendering technique for efficiently approximating the computer graphics ambient occlusion effect in real time.

Compared to other ambient occlusion solutions, SSAO has the following advantages:

Independent from scene complexity.
No data pre-processing needed, no loading time and no memory allocations in system memory.
Works with dynamic scenes.
Works in the same consistent way for every pixel on the screen.
No CPU usage – it can be executed completely on the GPU.
May be easily integrated into any modern graphics pipeline.
Of course it has its disadvantages as well:

Rather local and in many cases view-dependent, as it is dependent on adjacent texel depths which may be generated by any geometry whatsoever.
Hard to correctly smooth/blur out the noise without interfering with depth discontinuities, such as object edges (the occlusion should not "bleed" onto objects)


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 9:29 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1694
Location: Ontario, Canada
Will it be better graphics without compromising FPS?

And it sounds like it may have problems with head tracking ?
"Rather local and in many cases view-dependent"


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 9:40 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
always include effects drops fps a little.


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 10:09 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1694
Location: Ontario, Canada
Sounds interesting !!
Would it be compatible with BAM ?


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Mon Nov 17, 2014 10:51 pm 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
is a value inside QeffectsGL.ini i think QeffectsGL is not compatible with bam using third monitor.


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Tue Nov 18, 2014 10:44 am 
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Joined: Wed Apr 11, 2012 1:26 pm
Posts: 232
im testing a lot of pinballs and Looks AMAZING. Im testing in arcade camera and SSAO doesnt work with renderframe=1 on QeffectsGL. Then SSAO doesnt work in arcade mode, only desktop.


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 Post subject: Re: Testing SSAO Configurations
 Post Posted: Tue Nov 18, 2014 11:46 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 1694
Location: Ontario, Canada
Does it work with BAM desktop mode ?


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