Talk:Screen Space Ambient Occlusion (SSAO)

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View dependency

I don't think you understand my point about view dependency, so I'll try to explain it here. The physical location of the "shadows" created by SSAO depends on what angle the player is looking at the object from. So for example if you're looking at a chair that's close to a wall, the location of the shadow on the wall will physically change position when the player moves around. Additionally, the size and darkness of the shadow may change if the player moves closer to or further away from the chair. This is less noticable in high-quality SSAO implementations, but it still occurs. I'm not talking about the edges of the screen. Thelonesoldier 08:38, 11 January 2011 (UTC)

And that occurs with any screenspace effect. It has nothing to do with SSAO. The only SSAO related artifact is the edges of the screen not being shaded as they would toward the center. This occurs because we don't have extra depth information outside of the viewport.--1/4 Life 08:40, 11 January 2011 (UTC)
It is an aspect of view-dependency which you are ignoring. There's no reason not to mention it in the article. We shouldn't assume all readers have a comprehensive knowledge of screen space shaders. And again, the problem I'm describing does not only occur at the edges of the screen. EDIT: I would ask that you not resume frivolously reverting my edits. Thelonesoldier 08:43, 11 January 2011 (UTC)
Then add it in separate if you feel it's needed. It's not a problem with SSAO.--1/4 Life 08:44, 11 January 2011 (UTC)
I would also ask that you not resume frivolously reverting my edits.--1/4 Life 08:44, 11 January 2011 (UTC)
I haven't reverted any of your edits. It is a problem with SSAO. It's an aspect of view-dependency and it belongs in that sentence, not "separate". I also can't imagine what your problem is with describing what look SSAO strives to achieve; a half-sentence mentioning soft shadows will be suitable for readers unfamiliar with the specifics of global illumination and ambient lighting rendering. Thelonesoldier 08:52, 11 January 2011 (UTC)
Anyway, could you please explain what's "inaccurate and incorrect" about the article? Thelonesoldier 23:55, 11 January 2011 (UTC)

Dudes, why do you both always act like little children to each other?
"my edit is better!", "no mine!", "stop reverting!", "mimimimi" ...
If he thinks it's important to mention the downsides of SSAO/screen space effects, why not?
Wikis are there to learn and if you delete information which could be useful, you clearly didn't understand the principle of a wiki. --Pfannkuchen 19:19, 11 January 2011 (UTC)

I've been saying that the whole time. Thelonesoldier 22:02, 11 January 2011 (UTC)

Failed attempt

I accidentally stumbled upon this video of a failed attempt add working SSAO to Source: http://www.youtube.com/watch?v=rqcZ-uxOM5c . I'm not sure if it's worth linking in the article, but it's interesting. Thelonesoldier 10:55, 14 January 2011 (UTC)

That shader's injected with ENBSeries. So no, it's not worth adding. That's actually worse than the old Nvidia part of this article.--1/4 Life 22:25, 14 January 2011 (UTC)
And it'll get you VAC banned in actual use.--1/4 Life 22:25, 14 January 2011 (UTC)
You were the one who added ENB before. How can you tell that is ENB? And doesn't ENB work? This guy seems to code his own shaders, so I would be surprised if that was ENB. Thelonesoldier 01:53, 15 January 2011 (UTC)
There's a DoF effect about half way into the video. Notice how it blurs the HUD as well? It's ENB Series. He coded his own shader, yes, but he's loading it into the game with ENBSeries.--1/4 Life 02:37, 15 January 2011 (UTC)
ENB has a DOF that blurs the HUD? Since the AK-47 is a custom model and is blurred to unrecognizability and the blur goes away after he switches weapons I thought he sloppily blurred the video to hide a model he didn't have permission to post or something. I can't get the video to load at the moment so I can't look again.Thelonesoldier 06:45, 15 January 2011 (UTC)
1/4 Life, if you could read then you would have read the console text at the end of the video: "Binding uncached material 'effects/ssao', artificially incrementing refcount" and he also wrote his own grass shader( as it can also be read in the console ) --Pfannkuchen 19:03, 16 January 2011 (UTC)

Custom models in SFM

some custom models loaded into SFM appear transparent I have no idea why

This is not the SFM section.--M2VC 10:34, 26 April 2013 (PDT)