Wonder if it will run on my old hd 3200, max setting baby, woooo. Going to throat rape Crysis 2!
Still more excited for UDK... apparently the Crytek engine has quite a few bugs? I could be wrong... the sandbox deal is kinda neat though, that's what I always thought...
New features look really good! It's nice to see UDK going out there and competing, also being "free" and all... really need a get a dx11 card though, i'm living in the past here.
Which is why Nvidia were able to bring it to World of Warcraft, TF2, and Quake 3 relatively recently.
Nvidia implemented it in their drivers. All SSAO requires is the depth of the scene from the camera perspective. So from the drivers side of things, it's easy for nvidia to implement it as they have easy access to the depth buffer.
The general route with deferred rendering (at least in dx9) is to render out the depth to a texture that can be used for various screen space effects.
From what I can tell, Crytek and Megan Fox(shalinor.com) came up with similar methods to achieve the same(ish) effect at around the same time, and Crytek's version was widely adopted. Megan Fox's version was known as Ambient Occlusive Crease Shading.
The gist of both can be found here, as shilnor.com's taken down the originals.
Replies
Good read thanks, adam.
Why did you dang bold his name you rascal. Makes it more dramatic I guess.
ahahaha, yeah. No brown nose smileys on polycount so you've gotta work with what you've got
seriously though, it's reflex from replying in your own thread I guess. it helps when you want people to see you replied to them
I don't think they invented it, but if I recall they were the first major game with SSAO in the game (could be wrong on this though).
Anyways, thx for the link.
Still more excited for UDK... apparently the Crytek engine has quite a few bugs? I could be wrong... the sandbox deal is kinda neat though, that's what I always thought...
New features look really good! It's nice to see UDK going out there and competing, also being "free" and all... really need a get a dx11 card though, i'm living in the past here.
heh, I thought SSAO was a hardware thing.
Which is why Nvidia were able to bring it to World of Warcraft, TF2, and Quake 3 relatively recently.
Nvidia implemented it in their drivers. All SSAO requires is the depth of the scene from the camera perspective. So from the drivers side of things, it's easy for nvidia to implement it as they have easy access to the depth buffer.
The general route with deferred rendering (at least in dx9) is to render out the depth to a texture that can be used for various screen space effects.
The gist of both can be found here, as shilnor.com's taken down the originals.