![]() ![]() And of course, with any baked approach you can’t move or change anything in real-time. In order to get smaller-scale details in your AO, you may need to tessellate your meshes more than you’d like if you’re baking AO per-vertex or if you’re store it in textures, they need a lot of memory to get enough resolution for fine detail, especially for a big, open-world environment. We have a deferred-shading renderer, and like many game engines, it supports two main ambient occlusion (AO) technologies: static, per-vertex baked ambient occlusion, and screen-space ambient occlusion (SSAO).īaked AO is great, but… Per-vertex needs tessellation for fine detail Lightmaps need a lot of memory for fine detail Can’t move things around at runtime Best for large-scale, static objects Static, baked AO is great when it works, but it has some drawbacks. Nathan Reed Rendering Programmer, Sucker Punch Productions I’m Nathan Reed, a rendering programmer at Sucker Punch Productions in Bellevue, WA, and I’m going to speak today about a couple of new ambient occlusion techniques we used in our recent game, Infamous 2.Ģ Background: Infamous 2 PS3 exclusive Open-world, urban environmentĭeferred-shading renderer Supports per-vertex baked AO, and SSAO First of all, some background on our game: Infamous 2 is a PS3 exclusive, open-world game set in an urban environment. 1 Ambient Occlusion Fields and Decals in Infamous 2 ![]()
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