Author Topic: SSAO mod for OpenGL games (idTech 4 potentially)  (Read 780 times)

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motorsep

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SSAO mod for OpenGL games (idTech 4 potentially)
« on: June 27, 2015, 01:26:16 AM »
https://code.google.com/p/qeffects-gl/

Has anyone tried it with RBDoom 3 BFG or old Doom 3?

oneofthe8devilz

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Re: SSAO mod for OpenGL games (idTech 4 potentially)
« Reply #1 on: June 27, 2015, 11:14:49 AM »
https://code.google.com/p/qeffects-gl/

Has anyone tried it with RBDoom 3 BFG or old Doom 3?

Actually I did quite a while ago and I was surprised with the good quality and performance...

That SSAO injection rendering successfully filters through alpha-channeled shaders and that at a very rapid performance.

I tested it on multiple MCS scenes like this little grass-landscape and IMO it really adds quality to the scene.



I plan on investigating further if an internal implementation of that method natively within the D3 engine codebase is possible and feasible once resources free up.
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motorsep

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Re: SSAO mod for OpenGL games (idTech 4 potentially)
« Reply #2 on: June 27, 2015, 12:51:39 PM »
Wow, nice. Makes a big difference.

Depending on what kind of shaders it uses. I assume GLSL, which wouldn't be compatible with native Doom 3's rendering pipeline.