![gpus that support opengl 4.5 gpus that support opengl 4.5](https://community.citra-emu.org/uploads/default/original/3X/4/6/4676d8ea95b322c7be63025c9601970d352d5306.png)
Barrel behind the fire hydrant: halo around the hydrant from HBAO+, no halo from VXAO.Īccording to him, this new Ambient Occlusion technology handles dynamic scenes quite well.Metal stand on the left side: a lot of occlusion from HBAO+, almost none from VXAO.Bottom part of the tank tracks: no occlusion from HBAO+, significant occlusion from VXAO.Ground under the tank: no occlusion from HBAO+, some occlusion from VXAO.Let's take a look at this image comparison.Īs highlighted by Panteleev, the obvious differences can be mainly found in the following places: VXAO uses voxel cone tracing, so objects that are relatively far from the surface under consideration can still contribute, and taking them into account is not as expensive as it would be in a screen space algorithm. It doesn't matter if some object is not visible to the viewer - it can be behind something else, or even behind the viewer - it's still there, and it still contributes to ambient occlusion. Instead of relying on screen space data, it gathers information from a world space voxel representation of the scene, which covers a large area around the viewer. VXAO has none of these issues because it is based on a different principle. Blurriness, which comes from a blur filter required because computing a complete solution for every pixel would be too expensive.Locality, which means that only a small volume around a surface contributes to AO.Dark halos or lack of occlusion behind foreground objects.If you have worked with screen-space ambient occlusion algorithms, you know the primary issues that they come with. At the same time, VXAO is 3-4x slower than HBAO+, while its results are much better than HBAO+.
#Gpus that support opengl 4.5 full#
Obviously, it is much less resource intensive: computing VXAO for a frame can be 2-10x faster than computing full global illumination solution, depending on settings. The idea is simple - we remove the lighting part and keep only the occlusion part. One of these features has been left with too little attention: the ambient occlusion mode, or VXAO as we call it.
![gpus that support opengl 4.5 gpus that support opengl 4.5](http://www.geeks3d.com/public/common/nvidia_logo_20170320.jpg)
He began by reiterating how VXAO was designed. Unfortunately the slides haven't been published yet, but Panteleev divulged lots of information in a blog post on the official NVIDIA developer website. Alexey Panteleev, Senior Developer Technology Engineer at NVIDIA, was the lead engineer on VXGI (Voxel Global Illumination) and he also presented VXAO (which is derived from VXGI) during his Advanced Ambient Occlusion Methods for Modern Games GDC 2016 presentation. This is the first real world application for VXAO, which NVIDIA considers the "next step in ambient occlusion technology" beyond HBAO+. It's part of the GameWorks 3.1 update, along Volumetric Lighting and HFTS (Hyper Frustrum Traced Shadows). VXAO (Voxel Ambient Occlusion) was announced ahead of Rise of the Tomb Raider's launch and then added in a recent update, alongside support for DirectX 12.