Ambient Occlusion gets Amplified with MSAA on and portals.

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Expand view Topic review: Ambient Occlusion gets Amplified with MSAA on and portals.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by Rachael » Wed May 15, 2019 5:49 am

This isn't really relevant for a development ticket thread. :|

You really should've made a new thread in off-topic for such a comment.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by Darkcrafter » Wed May 15, 2019 4:06 am

God I absolutely hate fake occlussion, they put it everywhere in modern games! I always let it off in the settings if it's possible. It even adds up to a player's hud weapons as it gets closer to a ground or wall, so there appears a dark "glowing" around. And it doesn't happen in real life because it heavily depends on lighting. Wisdom 3d artists from vray and mental ray schools know a real name for such a cheap technique - dirt shader.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by dpJudas » Mon May 13, 2019 2:15 pm

Fixed the portal bug.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by XxMiltenXx » Sun May 05, 2019 5:42 pm

Just at the beginning starting position of the first map I can see that effect already. Just look at the grass, the frozen lake to the left or the big entrance building, or the ledge of the ceiling of the cave you start in:

Ambient Occlusion High, Portals with AO = 2
Screenshot_Doom_20190506_013817.png

Ambient Occlusion High, Portals with AO = 4
Screenshot_Doom_20190506_013828.png
The grass is much darker in the latter and the other differences mentioned above.

@Nash: I do not have this issue with FXAA, at least not with the latest version.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by Nash » Sun May 05, 2019 5:37 pm



It's not limited to MSAA only. I get this effect with FXAA too. Easy to reproduce in Kinsie's test map http://thekinsie.com/crap/kinstest.zip ("map test" in console) from the position in the picture. Walk forward from here, until the mirror is visible from the room to the left.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by dpJudas » Sun May 05, 2019 5:35 pm

Do you have a position I can use with the warp command to see this better? I'm not sure I'm standing the right place.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by XxMiltenXx » Sun May 05, 2019 5:31 pm

Only partially resolved. When MSAA is changed the ambient occlusion effect won't get amplified anymore.

However, having portals and raising "Portals with AO" still amplifies the Ambient Occlusion Effect.

Re: Ambient Occlusion gets Amplified with MSAA on and portal

by dpJudas » Sun May 05, 2019 3:24 pm

Pushed a fix for this.

Ambient Occlusion gets Amplified with MSAA on and portals.

by XxMiltenXx » Tue Apr 23, 2019 6:30 am

As it says in the title. In some instances, enabling (and raising) the MSAA setting amplifies the Ambient Occlusion Effect (set on "High" in the test case), Portals with AO set to 4. I observed this in "Winter's Fury", however, in Doom 2 MAP01, this doesn't happen. Only Vulkan is affected. OpenGL works fine.

MSAA Off:
MSAA_Off.png
MSAA 32x:
MSAA_32x.png
Winter's Fury Download: https://www.doomworld.com/forum/topic/6 ... ters-fury/

EDIT: This seems to be a portal bug. Winter's Fury uses portals. If you raise the number of "Portals" with AO, it'll get amplified. Depending on the position, the ambient occlusion effect might even vanish completely (if you go to the left of the building for example).

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