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Miloslav Ciz 2024-07-12 23:42:19 +02:00
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@ -8,4 +8,8 @@ Exact ambient occlusions can be computed with algorithms such as RTAO (which use
This methods is notoriously ugly in certain conditions and many [modern](modern.md) [games](game.md) suffer from this, even the supposedly "photorealistic" engines like Unreal -- if someone is standing in front of a wall there is a shadow outline around him that looks so unbelievably ugly you literally want to puke. But normie eyes can't see this lol, they think that's how reality looks and they are okay with this shit, they allow this to happen. Normies literally destroy computer graphics by not being able to see correctly.
What to do then? The most [suckless](suckless.md) way is to simply do no ambient occlusion -- seriously test how it looks and if it's okay just save yourself the effort, performance and complexity. Back in the 90s we didn't have this shit and games unironically looked 100 times better. You can also just [bake](baking.md) the ambient occlusion in textures themselves, either directly in the color texture or use [light maps](light_map.md). Note that this makes the ambient occlusions static and with light maps you'll need more memory for textures. Finally, if you absolutely have to use SSAO, at least use it very lightly (there are parameters you can lower to make it less prominent).
What to do then? The most [suckless](suckless.md) way is to simply do no ambient occlusion -- seriously test how it looks and if it's okay just save yourself the effort, performance and complexity. Back in the 90s we didn't have this shit and games unironically looked 100 times better. You can also just [bake](baking.md) the ambient occlusion in textures themselves, either directly in the color texture or use [light maps](light_map.md). Note that this makes the ambient occlusions static and with light maps you'll need more memory for textures. Finally, if you absolutely have to use SSAO, at least use it very lightly (there are parameters you can lower to make it less prominent).
## See Also
- [screen space reflections](screen_space_reflections.md)