Screen Space Ambient Occlusion
Software concept
The first real-time technique for ambient occlusion developed by Vladimir Kajalin at Crytek for Crysis (CryEngine 2).
142
games
9platforms
WIN 2010-02
WIN 2014-10-06
PS4 2016-02-09
WIN 2010-06-08
WIN 2009-09-15
WIN 2013-12-12
WIN 2013-11-05
WIN 2013-09-27
WIN 2013-04-26
WIN 2016-02-05
WIN 2013-09-10
WIN 2011-04-05
Real ambient occlusion is too heavy for even modern computers to perform in real-time despite their vast processing power, so techniques that produce something in the right direction without bothering with most of the real calculations pop up (like SSAO).
A noticeable problem with SSAO is that it produces a halo (usually black but can be anything really, though usually some color used by local or ambient lighting) for objects in certain lighting conditions.
A noticeable problem with SSAO is that it produces a halo (usually black but can be anything really, though usually some color used by local or ambient lighting) for objects in certain lighting conditions.
Popular tags
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Games by year
A | 2007 - SSAO introduced |
The first Screen Space Ambient Occlusion video game was released on November 22, 2004.
Electronic Arts, Bethesda Softworks and Mojang published most of these games.