#Add ambient occlusion to the game.

1 messages · Page 1 of 1 (latest)

ebon dragon
#

Simple as it is. Will make way easier for orientating in building, and thats kinda it

#

Also light maps would be great, or anything that will simplify the orientating

ionic thunder
#

ass

jade shale
#

Agree. Since all textures are flat AO will add much more readability to environment

native whale
#

i fart hard

ebon dragon
ebon dragon
#

Meow

idle blaze
#

Bumper

crisp cloak
#

As it was said before, current Unity version and render pipeline of game is limited to use AO or cavity effect.

Lightmaps is not possible to use in open-world dynamic environment and it will impact on performance + size of game and loading times.

coarse yew
#

😭

ebon dragon
#

😿

ebon dragon
#

also i dont think size of the game rly matter? since it is 3 gigs rn, which is wery low

ebon dragon
#

it doesnt directly impact perfomance

#

maybe like longer loads?

#

but also nearly everyone has ssd's

crisp cloak
#

im bored to explain over and over a reason that block us from ability to implement screen space Ambient Occlusion or Cavity effects.

So i will write it down and lock post.

  1. Game use Unity 2019 with URP that do not have native AO support. We can buy a solution from Asset Store, but that solution like every AO relay on depth mask.

  2. We have ability to have limited depth masks, one of them claimed by our scopes render system with distortion effect.

  3. Based on that information it somewhat possible to add AO, but it would request us to rework entire our custom render solution along with changing many other systems inside game.

  4. We would need to upgrade our game to new Unity version along with new URP to have good AO and more graphic features, but update game will cause slow-down of development and a lot of problems that will took extra time to detect and fix.