GTAO is used as Ambient Occlusion since 0.25. In 0.26 I changed its sampling radius, and other dev added a feature that allows different radius in the car interior, so it's not too black. So if you switch the camera between orbit and driver, you'll notice a smooth AO transition. A similar "hack" is used for logWeight. Shadows in the interior are crispier, at cost of longer distance shadows quality. There is no TAA to filter it (another technique is used instead) so you can see the sample noise
My bad! Nice piece of info and great work, thank you! Also, didnt you switch tonemap in 0.25? I havent seen anything about it in the update logs but it does seem like it
Would it be possible to add end user adjustment to the Sampling radius, both inside and out of the car? I love the new dynamic radius from interior to exterior, but in certain scenarios the resulting radius actually leaves the interior feeling as though it lacks contrast. For example, In this image, since it's a bright day outside and the colors are all light, in reality you would probably see a greater contrast and darker areas beneath the dash as your eyes let in less light, to compensate for the bright environment. This is pretty well done in game if you manage to take a screenshot before the sampling radius changes: (though oddly enough it also saturates the dashboard a fair bit, and makes certain areas such as the air vents appear more messy with harsh transitions to lit and darkened areas). Once the sampling radius has changed, the interior feels a lot brighter- this works really well on the dash, in the space around the gauges, the steering wheel, the vents and the nooks and crannies of the shift boot, almost replicating the light bouncing off of the light colored dash and onto the surfaces around it in the interior. However, it also results in the floor beneath the dash staying incredibly well lit, looking almost as if no shadows are cast whatsoever (Which isn't the case, it's simply the change in the sampling radius). In an ideal world, you would be able to have different sampling radius levels for darker and brighter spots in the interior, to achieve the best of both worlds, though i'm unsure how possible that is. In the meantime, it would be nice to have control over this, at least a little bit, to allow the end user to customize it to their linking. Oddly enough, the AO dissappears entirely when under the lights in WCUSA's tunnel system: Another thing to note is that the AO is based off of the camera's position (which makes sense), but as a result its contrast tends to vary quite a bit when you pan the camera around the car, an issue especially visible at night:
I’d honestly want FPS uglifier. Same performance, just intentionally lower FPS. One frame everything’s normal, next your in a wall.
Or it's not releasing at all and they are already working on the new update. Which I hope is not the case.
If that was the case i doubt it'd be pushed to stable already, plus the devs haven't fixed issues they acknowledged in the 0.26 thread yet.