The game Red Dead Redemption 2 employs a unique visual method.
The game Red Dead Redemption 2 employs a unique visual method.
Hello to all my tech enthusiasts!
I’m seeking clarification on a particular rendering method – I'm unsure of its proper name.
Could you describe the technique where ambient occlusion and related visual elements are only displayed or rendered within the current view?
To illustrate my point, consider this: If you possess a game and launch it, observing the edges of your screen reveals shadows generated by objects – or whatever term accurately describes this effect. These shadows vanish when the game isn’t actively displaying them, seemingly because they are not required for that specific moment. I'm wondering if it involves a system where only elements currently visible are being meticulously processed. Frankly, I’m struggling to articulate precisely what I'm requesting here.
Your expertise would be greatly appreciated; let’s hope you understand what I mean!
Cheers,
50ShadesOfMyCow
Although I haven't experienced Red Dead Redemption 2, a common method for creating ambient occlusion during gameplay is known as 'Screen Space Ambient Occlusion.' This technique utilizes the frame buffers (specifically the z-buffer or depth-buffer) of the visible geometry to generate shadows on the display – it’s called ‘screen space’ because it only considers what is currently displayed. Consequently, an object situated slightly beyond the camera's view – for example, a sizable piece of furniture just outside the frame – won’t produce ambient shading until the camera angle is adjusted to reveal at least part of it.
https://en.wikipedia.org/wiki/Screen_spa..._occlusion
A substantial piece of furniture, barely visible beyond the screen’s edge, would not generate ambient lighting until the camera angle shifted to reveal at least part of it.
Precisely! That’s exactly the point I was making, and what I needed to understand. Thank you very much!