Real time ambient occlusion is a meme.
Why take a 20% performance hit when you can have baked and it looks better?
why stop there? why not just bake in all of the lighting?
>>55226544
Dynamic lighting.
>>55226624
>why stop there? why not just bake in all of the lighting?
>>55226689
High quality lighting is much easier to render than real time ambient occlusion, and it makes a huge difference in a scene.
Real time occlusion looks shitty and will tank performance. It is rare to need real occlusion either.
>>55226783
It's a compromise you have to make then.If you choose for baked in multipass console shit shows or you brute force a decent single pass with the ability to move lights within the enviroment in real time.
The engine editors I've been using recently seem to have some kind of deffered GI AO, there's a simple direct light source which will cast simple shadows on object geometry and a larger terrain shadow pass which takes a few seconds to calculate in. This is in uncompiled states though.
>gtx 970
>>55226544
>not real-time path tracing
This is from 2 years ago. Noise reduction got better since then, and now we have a lot more power to do it - PowerVR Wizard even has a dedicated cluster to help this.
It's finally almost time.