Ghost of Tsushima DIRECTOR'S CUT

Ghost of Tsushima DIRECTOR'S CUT

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sno0ks Jun 7, 2024 @ 11:02pm
Protip: Use SSAO instead of HBAO
The game wasn't designed for HBAO. It actually looks better with SSAO. It's very noticeable on the grass. With HBAO there's basically no AO on the grass, but with SSAO it gives the grass way more texture.
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Showing 1-7 of 7 comments
Themightyred92 Jun 7, 2024 @ 11:12pm 
Every setting here has its prons and cons in this game. HBAO makes the rocks and things like that look much better but is very bad on grass..SSAO is great on grass and bad on rocks..but for me SSAO is better because you notice that more
RodroG Jun 8, 2024 @ 3:04am 
For me, XeGTAO is the best ambient occlusion method. XeGTAO brings a very high-resolution ambient occlusion, showing even the smallest details in geometry. The output image quality of XeGTAO is very high. It results in a pleasant look and is overall more detailed than HBAO+.
Squiggly1 Jun 8, 2024 @ 4:49am 
XeGTAO is what everyone should be using. It's as close as screen space AO will come to raytracing without the huge performance hit from actual raytracing. I just wish Nvidia would have kept pushing VXAO from Rise of the Tomb Raider, as XeGTAO is similar. Back then the voxel based tech was a pretty huge performance hit. On modern GPU's not so much. Just like nobody bats an eye about using 16x anisotropic filtering any more.

Here's an example showing how XeGTAO is the best option if you have the performance and why you should avoid HBAO+ and use SSAO if you need the extra frames. Skip to 11:10 in the video for Ambient Occlusion comparisons.
https://www.youtube.com/watch?v=McpACA5nNn8&t=670s
Last edited by Squiggly1; Jun 8, 2024 @ 4:52am
Themightyred92 Jun 8, 2024 @ 5:36am 
Originally posted by Squiggly1:
XeGTAO is what everyone should be using. It's as close as screen space AO will come to raytracing without the huge performance hit from actual raytracing. I just wish Nvidia would have kept pushing VXAO from Rise of the Tomb Raider, as XeGTAO is similar. Back then the voxel based tech was a pretty huge performance hit. On modern GPU's not so much. Just like nobody bats an eye about using 16x anisotropic filtering any more.

Here's an example showing how XeGTAO is the best option if you have the performance and why you should avoid HBAO+ and use SSAO if you need the extra frames. Skip to 11:10 in the video for Ambient Occlusion comparisons.
https://www.youtube.com/watch?v=McpACA5nNn8&t=670s
Nah. Tried all in multiple situation and SSAO always looked the best for me. Its personal preference
Squiggly1 Jun 8, 2024 @ 7:40am 
Originally posted by Themightyred92:
Originally posted by Squiggly1:
XeGTAO is what everyone should be using. It's as close as screen space AO will come to raytracing without the huge performance hit from actual raytracing. I just wish Nvidia would have kept pushing VXAO from Rise of the Tomb Raider, as XeGTAO is similar. Back then the voxel based tech was a pretty huge performance hit. On modern GPU's not so much. Just like nobody bats an eye about using 16x anisotropic filtering any more.

Here's an example showing how XeGTAO is the best option if you have the performance and why you should avoid HBAO+ and use SSAO if you need the extra frames. Skip to 11:10 in the video for Ambient Occlusion comparisons.
https://www.youtube.com/watch?v=McpACA5nNn8&t=670s
Nah. Tried all in multiple situation and SSAO always looked the best for me. Its personal preference


That's fine. It's just that XeGTAO is the most accurate with geometry. It's as close to raytracing as you'll get without that extreme performance hit. There's a reason it's the top tier screen-space AO offering in Ratchet and Clank on PC.
RodroG Jun 8, 2024 @ 9:03am 
Originally posted by Squiggly1:
Originally posted by Themightyred92:
Nah. Tried all in multiple situation and SSAO always looked the best for me. Its personal preference


That's fine. It's just that XeGTAO is the most accurate with geometry. It's as close to raytracing as you'll get without that extreme performance hit. There's a reason it's the top tier screen-space AO offering in Ratchet and Clank on PC.

I agree. It's the closest ambient occlusion method to RTAO without affecting performance much. After using XeGTAO, I cannot switch to HBAO+ or Quality SSAO anymore. Of course, each will use his preferred method in the end, but the XeGTAO accuracy with geometry is unbeatable as long as you aren't using ray tracing ambient occlusion.
sno0ks Jun 8, 2024 @ 2:08pm 
Xe does the same thing to grass as HB. It just removes 90% of the shading underneath it, making the whole thing look flat. It looks way better with SS. This is a PS4 game. It was made for SS.
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Date Posted: Jun 7, 2024 @ 11:02pm
Posts: 7