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Why wasn't CryTek SSAO multiplied by 2?

Started by October 30, 2021 02:54 PM
1 comment, last by macrod 3 years, 1 month ago

You might see everywhere mentioning CryTek SSAO is "gray": https://learnopengl.com/Advanced-Lighting/SSAO

OK, let me assume the following facts:

  • There is no absolute correctness in AO.
  • I am not talking about the later improvement of using hemi-sphere kernel.

By x2, flat walls of 0.5 and corners of 0.25 would become the more correct 1.0 and 0.5 (at least, hemi-sphere results in these). So, the question, why didn't CryTek simply multiply it by 2.

Thanks.

RTR4: “edges being brighter than their surroundings”. Edges were 0.75, by x2 and clamping to 1.0 they would be the more correct 1.0.

1 possible answer from RTR4: "Doing so causes a flat surface to be darkened, with edges being brighter than their surroundings. Nonetheless, the results are often visually pleasing."

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