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Deleted member 13
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I said this before and I'll say it again.. ambient occlusion is a MUST in getting games to look realistic and properly grounded. ESPECIALLY since we are still dealing with baked out GI light probes (which I hate with a passion). SSM used the SSDO (screen space directional occlusion) taken from the PC port of 2018 version and applied it to the PS5 version (PS4 doesn't have it because of it's expense). It makes all the difference in the world for indirect lighting. I'm disappointed that Horizon team didn't use this form of occlusion as their indirect lighting breaks all of the energy conservation PBR shaders.