Fallout 4 0.288

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Re: Fallout 4 0.288

AgainstAllAutority wrote:look at green component at structure's rooftop (same story with red component and left/right camera movement or rotation). Its changed. However object and surface still have same normal, it should be independant if camera coords.
No, it will change alright even with fov to compensate Y/X, it is screenspace normals not in worldspace, it should be relative to camera pos.
and AO is calculated from "deltas/difference" of local geometry, so there is no need to transform into worldspace.

The uncompensated X/Y will cause depth bias on screen's edge due to it is computing distance from object to camera, not to camera plane.
(like some spherical distortions on normals), but it still serve well as piecewise linear for SSAOs.

you can observe the distortions your self, just find a flat surface that span across whole screen, and check if there is any change in normals on that surface.

And in HBAO, AlchmyAO, SAO, non of them seems to bother with it.
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Re: Fallout 4 0.288

FiftyTifty
Can't say right now, don't wanna write the code for testing again. But i guess that console command fixes the issue.
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Re: Fallout 4 0.288

kingeric1992 wrote:it is screenspace normals not in worldspace
thats the point!
object space normals would work better for AO purposes(IMHO), bcos deltas wont be distorted with camera movement. But dreams of having normal map are almost pointless, once Boris make proper working AO for f4.
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Re: Fallout 4 0.288

There is no distortion on normals caused by camera movements, they change simply because on change of origin, and that does not affect how AO is using them. (to calculate angles between normals and sample point)

The x/y shift aka perspective distort is another thing which also happened in RGB when fov is too large.
and it wont cause any significant changes unless we're talking about huge fov or so (or unnaturally huge AO range), where the distortion is too large that piecewise linear cannot applied.

nonetheless, one can still restore perspective distortion given the view angle (fov) without world matrix.
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Re: Fallout 4 0.288

kingeric1992 wrote:one can still restore perspective distortion given the view angle (fov) without world matrix.
big thx for advice, i saw that normals change non-linearly but it was caused by fov, now its clear how to fix (however i dont see much reasons porting any kind of ao)
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