Rusty_Chest
(Banned)
- 47
- Dominican Republic
Adding on to what was said before me,Can someone explain me what Ambient Occlusion (AO) VAO do exactly what they mean for Assetto Corsa and how they affect the game? And if I don't ask too much why there are different LOD for cars, such as the lod_a, lod_b and so on...? Thanks in advance
Assetto Corsa uses "baked AO" as it doesn't have realtime ambient occlusion in the base game meaning that one needs to UV Map a mesh and run it through an Ambient Occlusion "bakery" to generate a texture that has premade ambient shading. Without this ambient shading, cars and tracks will look straight out of 2005, most low-level modders are clueless about this and often release cars that aren't AO'd at all.
VAO is Vertex Ambient Occlusion, rather than baked AO found on cars this VAO is made by using a standalone bakery from either x4 or NVIDIA to find vertices on cars/tracks which have overhangs/places that need shading and put shadows under them through the .vao-patch file. This method of Ambient Occlusion is dynamic, meaning shading can be added or removed entirely at will depending on lighting conditions; baked AO will remain 100% of the time as it is a static texture, which isn't necessarily a bad thing.
The controversy with the latter was that the first releases of the OptiX bakery did not support bounced light and as such every other patch it generated was way too dark. Another minor controversy happened over ideologies of what constitutes as bad practice or not, someone from this thread decided that UV Mapping was too retro for them and started making VAO patches to crutch along some of the worst mods one could find, then contacting the authors and egging on their non-UV'd antics by allowing them to bundle the patch with their car(s).