
11th November, 2009, 01:22 PM
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 | Benchmarker | | Join Date: March 2003 Location: Earth
Posts: 8,252
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Everything is maxed except for AA. First I've updated Vista to DX11 then I enabled HDAO and realised that the performance of this game is amazing compared to the two older ones. "Valley Detection
How does HDAO actually work? Compared to most SSAO algorithms, HDAO is remarkably simple. At its core, it detects valleys in depth:
Essentially, HDAO performs a single full-screen pass that requires only a single sample depth buffer as input. The pixel shader samples many depth texels in a solid pattern around the pixel of interest. It actually collects twin pairs of depth texels that have a special relationship. These texels are then mirrored through the pixel of interest.
For each twin pair of depth samples, the shader calculates their camera space Z values. If both Z values are closer to the camera than the pixel of interest, then the shader has detected a valley in Z. The greater the number of valleys detected, the greater the occlusion factor is for a given pixel.
Increasing the number of depth samples leads to a higher quality result, although it should be said that the technique becomes very much a high end effect. HDAO differs from other SSAO techniques in that it captures high frequency detail. This has proven to make the technique popular with a growing number of developers.
In addition, the sample demonstrates that if camera space normals are available in the application, they can be used to generate ambient occlusion on surfaces that have rich normal maps. This is an optional extra, and for many deferred rendering engines is ideal." Source
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Last edited by chrisbard; 11th November, 2009 at 01:23 PM.
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