Turok 2: Seeds of Evil

Turok 2: Seeds of Evil

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What is "SAO"?
I've never heard of the game's "best" ambiant occlusion method: SAO. It appears to be equal to no ambiant occlusion at all, and far worse than SSAO.
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Showing 1-10 of 10 comments
Kaiser  [developer] Mar 17, 2017 @ 12:27am 
SAO is scalable ambient obscurance and is suppose to be a superior alternative to SSAO using depth mip map chains for optimization. Though personally it seems better suited as a super high quality ambient occlusion effect as its way more expensive, despite of the mip maps being used.

Everything is based off of this documentation here: https://research.nvidia.com/publication/scalable-ambient-obscurance

It has a better effect for distant geometry compared to geometry up close.
1337Dude Mar 17, 2017 @ 12:50am 
Originally posted by Kaiser:
SAO is scalable ambient obscurance and is suppose to be a superior alternative to SSAO using depth mip map chains for optimization. Though personally it seems better suited as a super high quality ambient occlusion effect as its way more expensive, despite of the mip maps being used.

Everything is based off of this documentation here: https://research.nvidia.com/publication/scalable-ambient-obscurance

It has a better effect for distant geometry compared to geometry up close.

Thank you sir
quasardw  [developer] Mar 17, 2017 @ 12:53am 
If it's not working at all for you, you may be hitting the AMD bug with dFdy sign reversal; check out my pinned thread if that's the case.
Kain Mar 17, 2017 @ 2:05am 
Can devs add HBAO(+)/MXAO in the future? Coz all current 3 options are awful in my opinion (dark halos everywhere!)
Last edited by Kain; Mar 17, 2017 @ 2:05am
Kaiser  [developer] Mar 17, 2017 @ 12:13pm 
Originally posted by Kain:
Can devs add HBAO(+)/MXAO in the future? Coz all current 3 options are awful in my opinion (dark halos everywhere!)

HBAO will be considered for a future update, but I did actually attempted to implement that a while back but was discouraged when I learned that it was going to be very expensive to render.
Kain Mar 17, 2017 @ 12:14pm 
Originally posted by Kaiser:
Originally posted by Kain:
Can devs add HBAO(+)/MXAO in the future? Coz all current 3 options are awful in my opinion (dark halos everywhere!)

HBAO will be considered for a future update, but I did actually attempted to implement that a while back but was discouraged when I learned that it was going to be very expensive to render.
Yeah, SAO alone is already pretty demanding in this remaster..
Phantron Mar 17, 2017 @ 12:31pm 
I have a 5 year old Nvidia card 2GB and this games runs max on 1080p with that option enabled :)
Kain Mar 17, 2017 @ 12:49pm 
I have gtx 970 and have framedrops with SAO (along with other options, of course =) ). Still have framedrops even withou SAO, but not so heavy =)
Originally posted by quasardw:
If it's not working at all for you, you may be hitting the AMD bug with dFdy sign reversal; check out my pinned thread if that's the case.
Nvidia user here, I just personally couldn't tell the difference between SAO and no ambiant occlusion, where SSAO creates very obvious shadows at the bottom of walls.
Phantron Mar 17, 2017 @ 4:24pm 
There is a difference, it's just better detailed, so you dont see the effect so strong! the SSAO shadows are all over the place, kinda
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Date Posted: Mar 16, 2017 @ 10:13pm
Posts: 10