» 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.