Screen Space Ambient Occlusion (SSAO): Difference between revisions

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{{Note|'''This is a feature of Nvidia's drivers and not of the Source Engine. If you want to use this effect in your mod, you need to make your own shader.'''}}
[[{{ns:6}}:Prop ragdoll.jpg|thumb|400px|SSAO in game - the shading effect is highly visible between Breen and the table, but also appears in the corners of the room. Note the edge "glow" bug around Breen's arm.]]
[[{{ns:6}}:Prop ragdoll.jpg|thumb|400px|SSAO in game - the shading effect is highly visible between Breen and the table, but also appears in the corners of the room. Note the edge "glow" bug around Breen's arm.]]


'''Ambient Occlusion (AO)''' is a type of [[lighting]] technique applied in-game to create more realistic lighting. AO simulates soft shadows created by two surfaces that are close together. Ambient occlusion in games is normally accomplished through '''[[Wikipedia:Screen Space Ambient Occlusion|Screen Space Ambient Occlusion]]''', which is a simplified way to fake realistic AO with shaders in a process fast enough for real-time rendering. SSAO is a [[DirectX]] 9.0c shader, so it will only be available on fairly modern video cards.
'''Ambient Occlusion (AO)''' is a type of [[lighting]] technique applied in-game to create more realistic lighting. AO simulates soft shadows created by two surfaces that are close together. Ambient occlusion in games is normally accomplished through '''[[Wikipedia:Screen Space Ambient Occlusion|Screen Space Ambient Occlusion]]''', which is a simplified way to fake realistic AO with shaders in a process fast enough for real-time rendering.
 
The [[Source]] engine does not directly support ambient occlusion, so it is not found in Source's video options; it currently can only be enabled for nVidia graphics cards via the nVidia drivers.


SSAO works by examining an onscreen pixel, and then comparing its location in the depth buffer (i.e. how far it is away from the player) to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maintain playable framerates, it is not possible to sample every pixel every frame, so random sampling is used, which will inevitably create noise/grain which may be more noticable when the player moves around.
SSAO works by examining an onscreen pixel, and then comparing its location in the depth buffer (i.e. how far it is away from the player) to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maintain playable framerates, it is not possible to sample every pixel every frame, so random sampling is used, which will inevitably create noise/grain which may be more noticable when the player moves around.


Enabling ambient occlusion will generally cause a significant drop in performance, particularly on older cards - framerates may be reduced by more than half.
{{Note|Enabling ambient occlusion can cause significant performance penalties.}}


SSAO causes several rendering bugs which are common to nearly all games which offer SSAO.
This method of driver forced SSAO causes several rendering bugs in the Source Engine. Most notably, the SSAO shader does not take fog into account in it's AO calculations, producing visual artifacts in scenes with heavy fog.
[[{{ns:6}}:Ao_renderbug_trees.jpg|thumb|right|300px|The shadows being rendered on top of fog are noticable on distant trees.]]
[[{{ns:6}}:Ao_renderbug_trees.jpg|thumb|right|300px|The shadows being rendered on top of fog are noticable on distant trees.]]
{{bug|SSAO often creates a small visual error where the very edge of an object is not shaded, causing an apparent glow.}}
{{bug|SSAO is rendered ''on top of fog and smoke'', even if the smoke is closer to the player than the source of the shading, causing the fog/smoke to look lumpy. This may give distant trees a frosted look, and in some cases allows the player to discern objects that would normally be completely obscured by fog.}}


==Supported games==
==Supported games==
All [[Source]] engine games except [[Portal]] support nVidia's ambient occlusion. This may be because AO would not render correctly through Portals.
All [[Source]] engine games except [[Portal]] support Nvidia's ambient occlusion. Support in Portal can be forced on by editing Portal's profile in the Nvidia divers.


==Enabling ambient occlusion==
==Enabling Nvidia's Ambient Occlusion==
[[{{ns:6}}:EnableAO.png|thumb|right|300px|Enabling AO in nVidia control panel]]
[[{{ns:6}}:EnableAO.png|thumb|right|300px|Enabling AO in nVidia control panel]]
Ambient occlusion cannot be controlled through the video options within a Source game. AO is controlled by video drivers. For NVidia users, this is found in the NVidia Control Panel. ATI Catalyst Control Center does not currently offer a driver-based AO option.
Ambient occlusion cannot be controlled through the video options within a Source game. AO is controlled by Nvidia's video drivers in the NVidia Control Panel.

Revision as of 05:48, 21 December 2010

Note.pngNote:This is a feature of Nvidia's drivers and not of the Source Engine. If you want to use this effect in your mod, you need to make your own shader.
SSAO in game - the shading effect is highly visible between Breen and the table, but also appears in the corners of the room. Note the edge "glow" bug around Breen's arm.

Ambient Occlusion (AO) is a type of lighting technique applied in-game to create more realistic lighting. AO simulates soft shadows created by two surfaces that are close together. Ambient occlusion in games is normally accomplished through Screen Space Ambient Occlusion, which is a simplified way to fake realistic AO with shaders in a process fast enough for real-time rendering.

SSAO works by examining an onscreen pixel, and then comparing its location in the depth buffer (i.e. how far it is away from the player) to the pixels around it. Pixels which are close together but not coplanar (on the same face) are shaded to simulate soft shadows. To maintain playable framerates, it is not possible to sample every pixel every frame, so random sampling is used, which will inevitably create noise/grain which may be more noticable when the player moves around.

Note.pngNote:Enabling ambient occlusion can cause significant performance penalties.

This method of driver forced SSAO causes several rendering bugs in the Source Engine. Most notably, the SSAO shader does not take fog into account in it's AO calculations, producing visual artifacts in scenes with heavy fog.

File:Ao renderbug trees.jpg
The shadows being rendered on top of fog are noticable on distant trees.

Supported games

All Source engine games except Portal support Nvidia's ambient occlusion. Support in Portal can be forced on by editing Portal's profile in the Nvidia divers.

Enabling Nvidia's Ambient Occlusion

Enabling AO in nVidia control panel

Ambient occlusion cannot be controlled through the video options within a Source game. AO is controlled by Nvidia's video drivers in the NVidia Control Panel.