

With high enough framerates or slow movement, this is unnoticable but fast paced games might be impacted.


Switching from Full Rate to Half Rate cuts the amount of processed pixels in half, which results in roughly twice the performance, but every second pixel will have a 1 frame delay, resulting in some temporal lag (ghosting). Full, Half and Quarter Rate correspond to 100%, 50% and 25% of pixels being updated each frame, where the amount of pixels being processed is roughly proportional to the performance cost. MXAO can perform checkerboard rendering internally. Higher settings produce more accurate shading and lower noise in motion at the cost of performance. The process of blocking indirect light to create diffuse shadows is called Ambient Occlusion.ĭifferent quality options. If a car is parked inside the building shadow, a diffuse shadow below the car forms, as it blocks a lot of the indirect/ambient lighting from reaching the area below. The more exposed the shadowed area is, the more indirect lighting it receives. The reason anything inside the building shadow is visible at all is due to indirect lighting being scattered from other sunlit surfaces, eventually illuminating the shadowed areas. A building lit by the sun creates a drop shadow, which is the area that the direct light source cannot reach. Even though many older games already contain SSAO variants, swapping them out for MXAO is very simple and beneficial.Īmbient Lighting is all lighting that is not emitted by direct light sources. MXAO creates results on par with current-gen industry standard implementations and can vastly improve the realism and depth perception in games. It simulates the diffuse shadowing caused by the occlusion of ambient lighting. MXAO is a high-quality, high-performance implementation of Screen Space Ambient Occlusion (SSAO).
