I believe AO isn't hardware optimized under DX9 which is what the current game engine is based on. Will need DX10+ or 11 (don't remember which) for it.AO uses a LOT of resources
I believe AO isn't hardware optimized under DX9 which is what the current game engine is based on. Will need DX10+ or 11 (don't remember which) for it.AO uses a LOT of resources
It has nothing to do with that most likely. From what I know, there are so many parameters in an AO implementation that can be set to suboptimal values that it's pretty easy to mess things up. Most frequent mistake, according to my prof, is setting the count of samples to look for occlusion to a too high value, which results in huge performance issues. Which reminds me of what FFXIV's AO does :P
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
This isn't a hardware feature or part of the D3D runtime library. The PS2 did AO without issue with many games including FFXI.
Mmmm, since when did FFXI use AO? AO wasn't supposed to be usable in realtime rendering until the development of SSAO for Crysis in 2007.
http://www.geforce.com/Optimize/Guid...ient-occlusion
I think you are confusing AO with something else.
Last edited by tymora; 12-01-2011 at 01:16 PM.
Yes I'm thinking of Depth of Field... not Ambient Occlusion...Mmmm, since when did FFXI use AO? AO wasn't supposed to be usable in realtime rendering until the development of SSAO for Crysis in 2007.
http://www.geforce.com/Optimize/Guid...ient-occlusion
I think you are confusing AO with something else.
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