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Screen space ambient occlusion (SSAO) is a [screen space](screen_space.md) technique used in 3D [computer graphics](graphics.md) for **[approximating](approximation.md)** [ambient occlusion](ambient_occlusion.md) (basically "dim shadows in corners", which itself is an approximation of true [global illumination](global_illumination.md)) in a way that's easy and not so expensive to implement to run in [real time](real_time.md). The effect however looks ugly many times and is often criticized, see e.g. an excellent article at https://nothings.org/gamedev/ssao/.
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{ 2023 report: SSAO is still bad as fuck. ~drummyfish }
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{ 2023 report: SSAO still sucks. ~drummyfish }
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Exact ambient occlusions can be computed with algorithms such as RTAO (which uses [raytracing](raytracing.md)), but this requires complete information about the geometry and is too slow without special hardware. Therefore some game devs cheat and use a cheap approximation: SSAO is implemented as a [post-processing](post_processing.md) [shader](shader.md) and only uses the information available on the screen, specifically in the [depth buffer](z_buffer.md) -- this gives only partial information about the actual scene geometry, i.e. the algorithm doesn't know what the back facing, screen-perpendicular or off-screen geometry looks like and has to make guesses which sometimes result in quite visible inaccuracies.
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