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I've stopped using SSAO in my game. My game runs pretty smooth with it on, and even smoother with it off. However, the biggest issue I have is that it looks like crap, at least to me. I understand that the idea behind the technology to to create a "shadow effect" when two polygons facing eachother are near enough to diminish light. However, the actuall look in game is that every object, Geralt included has a faint, grainy shadow hovering around them the whole time.

Is there anyone out there that things this looks awesome and uses it? It's not CDPRs fault either, everyother game I've played that uses that tech looks similar. Risen is another good example.
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chaosapiant: I've stopped using SSAO in my game. My game runs pretty smooth with it on, and even smoother with it off. However, the biggest issue I have is that it looks like crap, at least to me. I understand that the idea behind the technology to to create a "shadow effect" when two polygons facing eachother are near enough to diminish light. However, the actuall look in game is that every object, Geralt included has a faint, grainy shadow hovering around them the whole time.

Is there anyone out there that things this looks awesome and uses it? It's not CDPRs fault either, everyother game I've played that uses that tech looks similar. Risen is another good example.
Using it whenever performance enables me to.
I think it looks much more natural. Without it everything standing on the ground looks just out of place and not like it was part of the game world but like (for lack of a better word) hovering above it.
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chaosapiant: I've stopped using SSAO in my game. My game runs pretty smooth with it on, and even smoother with it off. However, the biggest issue I have is that it looks like crap, at least to me. I understand that the idea behind the technology to to create a "shadow effect" when two polygons facing eachother are near enough to diminish light. However, the actuall look in game is that every object, Geralt included has a faint, grainy shadow hovering around them the whole time.

Is there anyone out there that things this looks awesome and uses it? It's not CDPRs fault either, everyother game I've played that uses that tech looks similar. Risen is another good example.
Works for me, the biggest improvement for me was Age of Conan DX10 shadows brought extra dimension to terrain like stairs/jagged rocks etc. Almost like a tesselation effect for the textures!!
combined with shadows on high and ultra, ssao looks really good imo. It's not that of an important feature as the developers claim though.

I do turn of Depth of field though, it looks better without imo. It just blurs stuff that's in the distance. I rather have everything looking sharp, even if it is less realistic or whatever. I want my the witcher 2 to look like a painting
Post edited May 27, 2011 by ZakKa
Only thing turned off is ubersampling. SSAO works fine for me.
I agree with TC. However, I think ambient occlusion CAN look nice if it's "turned down" for lack of better word. Take a look at Crysis, it was a bit more subtle there when compared to this game. It's just way too exaggerated in this game so that it looks like characters are being chased by a big blob of shadow.
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cbarbagallo: Only thing turned off is ubersampling. SSAO works fine for me.
Same, it looks great.
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Someone_Else_: I agree with TC. However, I think ambient occlusion CAN look nice if it's "turned down" for lack of better word. Take a look at Crysis, it was a bit more subtle there when compared to this game. It's just way too exaggerated in this game so that it looks like characters are being chased by a big blob of shadow.
Good description, and what I was trying to get at. Plus, the performace decrease is too noticable with it on. The other shadow effets are so good anyway that I find it unnecessary. But to each their own. The only other thing I disable is ubersampling, because i'm not from the future. I love the blur and DOF effects though. They make the game seem "bigger" to me, by making things look a little farther away.
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chaosapiant: I've stopped using SSAO in my game. My game runs pretty smooth with it on, and even smoother with it off. However, the biggest issue I have is that it looks like crap, at least to me. I understand that the idea behind the technology to to create a "shadow effect" when two polygons facing eachother are near enough to diminish light. However, the actuall look in game is that every object, Geralt included has a faint, grainy shadow hovering around them the whole time.

Is there anyone out there that things this looks awesome and uses it? It's not CDPRs fault either, everyother game I've played that uses that tech looks similar. Risen is another good example.
I too am not fond of the shadowy aura (or aura-ish shadow) with SSAO on. I don't know, the shadow don't seem to be consistent with the light source.