It seems that lately, games are using very noisy textures to supplement actual detail. I don't know if this is created by multiplying a noisy occlusion map over everything and tiling it however many times as necessary but I noticed a lot of noise in Last of Us (a game I really enjoyed) and I just finished Assassin's Creed Black Flag (a game I medium enjoyed). Both games seem to "suffer" from this effect and as I try to reverse engineer it, I'm also trying to figure out how to combat it... but I'm hardly a tech artist.
Is it possible to remove the noise as the camera gets further away? Something like an LOD without the noisy occlusion? Just something to add a little more atmospheric perspective so the noise doesn't carry out infinitely. Or perhaps just give the map smooth and noisy areas for a little more inconsistency? But I'm sure that's been tried before.
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https://skydrive.live.com/redir?resid=EB43BD866D6507AD!121&authkey=!AP-TyOyrTpQf9gg&ithint=video%2c.mp4
I compiled several videos of the noise in various materials (foliage, dirt, especially stone) but the last clip shows a stone fort that looks so much better than all the other materials. They clearly have that capability of non-ugly materials... but Assassin's Creed was just plagued with noise. And I don't feel like this is a style exclusive to Assassin's Creed or Last of Us.
BEHOLD THE NOISE.
http://ps4games.ca/wp-content/uploads/2013/09/witch2a.jpg
but yeah, maybe decent mipping would actually help with the overall noisiness. I'd just be careful of putting too much noise in the diffuse maps.
That is correct, heres a .gif I made showcasing this. It goes from a value of 3.0 which is the original value, then 2.0, 1.0 and off (but this also turns off other post processing stuff). https://dl.dropboxusercontent.com/u/9876544/witcher2sharpen.gif
A comparison between 3.0 and off.