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Notice how there are almost no soft shadows with XeGTAO under character models and the grass thingy on the right looks especially bad in comparison
That's a really good way to think about it and justify why HBAO+ might be the best option visually.
It also lines up with the Sony article from Ratchet and Clank which says that XeGTAO is comparable to HBAO+ but less intensive. So maybe it was their answer to HBAO+ for the playstation?
Fundamentally hbao and GTAO are very similar, in regards to the ground/horizon, its just different names for basically the same principle. However other aspects are different.
In the paper detailing basic GTAO principles, it actually specifices that it is an adaptation of horizon based ambient occlusion, and in that regard, ground/horizon are the same, since its assumed that the ground is a flat plane in both.
I looked at all the details and I think XeGTAO looks the best. The performance is the same for all of them, so it only makes a visual difference.
You're welcome
https://got-oa.key2val.com/
I forgot which one I went with now but it's usually HBAO+ and I felt it looked pretty inaccurate here.
Like I was standing in a room with a flame as the only light and looking at a set of shelves and some of the options weren't shadowed enough and some were darker or larger than they should have been for the shadow cast.
I did not compare performance because my choice did not lower my frame rate from 60, so performance impacts didn't matter
Edit:
After looking at this:
I realized I picked SSAO Performance, because I remember thinking it's odd that to me it looks better than Quality