Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Reading up it sounds like the option with the most fidelity but also is the most intensive.
Its used in Ratchet and Clank as well FYI.
From Sony blog Ratchet and Clank where it was previously used:
“XeGTAO generates a very high-resolution ambient occlusion that shows even the smallest details in geometry,” says Bil. “Overall, the output quality of XeGTAO is very high and results in a pleasant look.”
https://www.youtube.com/watch?v=HK1K2V4jczs
Correct me if im wrong, but the options being displayed in this video are HBAO+ being compared to a general GTAO solution, not XeGTAO.
GTAO just means ground truth ambient occlusion, which is very similar to the idea behind HBAO (Horizon based vs ground based, different names for the same approach).
Anyone can make a GTAO solution and call it that. Call of duty WW2 doesn't have XeGTAO, just a ground truth ambient occlusion solution.
What do you mean by cosnsistent?
There's certain instances where on the game there will be shelves with vases on them and with HBAO+ the vases will have no shadow, on XeGTAO they will have a faint shadow, and SSAO Quality will have a more pronounced shadow. I don't think either one of the 3 options looks the best for everything and SSAO Quality is the cheapest of the 3. I like HBAO+ for character models and rock surfaces, SSAO Quality and XeGTAO are great for foilage though SSAO Quality will be more pronounced ie the shadows will be darker. I also like SSAO quality best for indoor areas. So in the end I don't think HBAO+ or XeGTAO are worth the performance cost over SSAO Quality.
Ill try all three. Good to know there isn't one best solution. I guess its just down to preference and performance at this point.
Only issue with this is that GTAO is just a general term for an approach to ambient occlusion, actual implementation can vary greatly, especially stylistically. The only thing we know, is that it is a type of ambient occlusion that takes into account the ground plane, similar to HBAO+.
As an example, a game could have an implementation of GTAO which is set up so that it is using barely any samples, is really noisy, and darkens way too much around it. Another game could have a huge amount of samples and could even use a different colour entirely rather than darkening.
Both of these when compared to HBAO+ would have completely different results in comparison.
We can't really use GTAO examples in various other games to compare to XeGTAO since implementation/style is completely different.
In my experience in ghost of tsushima using both heavy/light scenes. All of the AO options seem to run almost exactly the same (even ssao performance) on a 3080. Most notably SSAO heavily darkens areas under grass, and depending on what you like that might be ideal. XeGTAO and HBAO both occlude less, and with a less harsh darkening effect.
XeGTAO seems to darken more areas than HBAO slightly, which can make it less precise in some scenes, and more precise in others depending on the makeup of the scene.
If you want more subtle AO, probably best to stick with HBAO, if you want darker AO, stick with SSAO. If you want a bit of an inbetween, go XeGTAO.