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
Does it actually respect the order of shaders being loaded and injects at the proper moment? So that it's not bleeding through fog and so on? (Not saying it doesn't, I legit don't know :D)
Any technician who played witcher 3 since 2015 will tell you, dx12's AO is not even close.
Many have taken screenshots to compare the witcher 2015 vs the next gen (lol), the AO is terrible in the next gen version.
The only way to get closer to the fantastic HBAO+ is MXAO, you will have to fine tune it to make it close but it won't match it neither and worse MAXO is way more greedy and eat at least 10 frames even if you tune it with low samples and only near environment.
Moreover, the MXAO method will not be faded by the smoke, the haze or the HUD for example, and let black shades over them.
nvidia screen space ambient occlusion is not compatible with dx12 games. Found that in the description of nvidia control panel.
Nvidia's AO filter looks awful on my Witcher 3 game. Adds ghosting images in front of Geralt and I cannot find a way to correct it. So I turned it off.
On the other end, a similar thing can be said about people who claim they can't notice the difference RT makes - which is probably more of a coping situation about their inability to run it.