Ambient Occlusion makes misty caves look ugly

Post » Mon May 28, 2012 11:18 am

Just enabled Ambient Occlusion in the NVIDIA Control Panel to see how it looks. I thought it made some areas with foliage in caves look better but it looks pretty ugly in other situations.

Shimmermist Grotto:

Ambient Occlusion On:
[img]http://i.imgur.com/yZmLq.jpg[/img]


Ambient Occlusion Off:
[img]http://i.imgur.com/czQhf.jpg[/img]

As you can see, ambient occlusion makes it look like there is black mold growing in all of the crevices of the cave. I think I'm going to leave it turned off. Too bad, since it gives the game some nice dynamic range in certain areas.
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Mimi BC
 
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Post » Sun May 27, 2012 9:47 pm

Mmmm, I was just there but did not see this effect. I am running SSAO on High Quality using Nvidia Inspector (in the Nvidia panel you can only set it to Quality.

I'll pop in again to make sure...

EDIT - When set to Performance it shows, but not on Quality or High Quality. On Quality smoke looks funny though. Also SSAO easily makes the game stutter, so one might want to turn it off if the comp can't handle the extra stress.
END EDIT
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Pixie
 
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Post » Mon May 28, 2012 7:09 am

Your view distance looks like it's fairly short, which could be why the creases look as dark as they do
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+++CAZZY
 
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Post » Mon May 28, 2012 5:51 am

As far as I know there is nothing you can do about it because that's what forcing Ambient Occlusion does to geometry. it's not a good solution because AO is not rendered by the game itself.
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Lily Something
 
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Post » Mon May 28, 2012 2:59 am

Oblivion Graphics Extender has (had? I wonder if they eventually fixed it) this problem too. I remember it being a technical limitation.
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Damned_Queen
 
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Post » Mon May 28, 2012 4:32 am

I don't think this is possible to fix without messing with the game's renderer on a much lower level.

To do AO right, you'd have to first run a depth-only pass of the image. The game may be already doing this since it has deferred shadows, though. Then, using a suitable ambient occlusion shader, produce an ambient occlusion mask out of that depth map, and when doing the first lighting pass on each object (or whatever pass does ambient shading on them), multiply the ambient lighting with samples from the AO mask. This way, the AO only limits ambient lighting, which is what it's supposed to do.

I think the Nvidia AO and the Oblivion Graphics Extender are generating the AO mask after things have been drawn, and then they multiply the final color values with the mask, causing the AO to darken everything, not just ambient lighting on solid objects.
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Dalia
 
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Post » Mon May 28, 2012 7:36 am

http://www.skyrimnexus.com/downloads/file.php?id=11 has a pretty good solution for AO usage in Skyrim; it has worked fine for me so far:
SSAO: Performance, Quality or High Quality (FPS HIT Performance: ~3-5. Quality: ~7-10. H.Quality: 10+):
Nvidia has "released" a Skyrim SSAO compatibility version for Skyrim. It still svcks as it doesn't apply the occlusion to the lighting, but rather to the whole image. I recommend using the "Call of Duty 4 - Modern Warfare"" SSAO compatibility setting both for "Quality" and "High Quality" modes. "Performance" mode is much faster and visuals are not much different from "Quality" mode. However, in "Performance" mode there is a ugly flickering occurring every time you are moving. If you want to use Performance mode, use the "Call of Duty 6 - Modern Warfare 2" compatibility SSAO will be much less visible, but won't flicker and will be very FPS friendly.

BIG WARNING: SSAO in "Quality" and, even worse, in "High Quality" mode has a HUGE impact on performance!
See if that helps you any. I've been using the Performance AO mode with the MW2 setting with good results. Quality and High Quality with MW1's compatability setting looked great, but was too much strain on my system with my mod setup and such.
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Chavala
 
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