@pior: Alright, so it seems AO is a valid candidate for being stored inside vertex colors, provided the mesh is of high enough detail and the renderer is capable of selectively applying it where the lighting conditions are right. Thanks, I'll keep that in mind and see what I can do with it. @Axi5: I am indeed not facing…
@andrad : Storing AO as vertex color data does not necessarily mean that you would multiply it over the color at all times. Modern game rendering techniques access and show the AO texture pass only when/where needed, selectively (for instance to have some nice occlusion effects in the places where direct light doesn't…