Seriously? At any point are you even going to ATTEMPT to read any material at all on what you are trying to argue about?
Ambient occlusion is NOT an effect that is 'usually used in ios games', in fact, it hasnt been used in ANY ios games, because until recently mobile phones havent had the power or battery to do it.
Modern combat 5 is the first actual game to do it, bragging out the wazoo for using the effect, and it hasnt even released yet. http://toucharcade.c...raphics-tricks/
Killzone shadow fall uses ambient occlusion, windwaker hd uses ambient occlusion, bayonetta 2 uses it, ryse son of rome uses it, infamous second son crows about using it in several interviews, the only people who dont brag about using ao as part of their global illumination solution, are using sparse voxel octree gi, but oh wait, no ps4 game out yet uses it because it can barely handle it, so the ps4 uses ambient occlusion instead.
It doesnt bother me that you have no idea what you are talking about. It does, however, bother me that youve argued this clueslessly about it, this long, without even ATTEMPTING to look up what you are arguing about, instead making up blatant lies like, 'hurrr thats an effect they use on cell phones!!!'
Thats crap. Do not lie to me because you dont feel like looking something up.
You dont understand how physical lighting works, and only notice a difference between how standard primitive local lighting works and thus think vastly superior global lighting is wrong. Its not.
Global illumination>>>>>>>>>>>>>>>>> local lighting.
That darkness where light doesnt bounce where the sand meets the concrete is physically correct, and fantastic use of ambient occlusion, which is NOT a 'cell phone only technique'.
Hell, anyone can look at any corner between walls in their house and see the effect ao simulates.
You have a LOT of reading to do.
1. Shin en THEMSELVES told you they arent using tesselation for the environment. https://mobile.twitt...99301386240?p=v
Thats it dude. Its not tesselated.
2. What does any of that have to do with ibl?
3. Do you know what ibl is?
4. If you bothered to look up and copy vomit all that unrelated material, why didnt you just look up ibl?
Shin en said no to tesselation, here is why:
The wii u has geometry shaders, while its above and beyond ps3/xbone... Its not up to snuff to gcn architecture like xbone and ps4 are using, so, as shin en said, its not some crazy 'get tons of vertice detail for free card' like people seem to think. Geometry shaders CAN do some good tesselation, but its not their primary purpose, which is too evaluate primitives or interpolate values. Again, they can do it, but they are limited, there is an in process upper bounds on the number of output elements, and the execution must stay within the shader. Instancing can speed up the second issue, but any way you slice it, its not something you want to try and use on a large environment with geometry shaders, especially if you are going for a 60fps target, thats what tesselation shaders are for. Which shinen actually more or less said in an interview asking about tesselation.
It would, however, work pretty well with a small number of objects like say the in game vehicles. Its probably used for detail work on the close lod's of the vehicles.
and where exactly shinsn claims that they did not use tesselation or dispalcements(i have gone to the link and they dont mention anything you say)?
already shinen had said that they were preparing a game for wii u and they would use tesselation, and you can tell just by looking at the image that this game is using it; the level of detail of the rocks its pretty good and also there is internal occlusion and the silhoutte shadow corresponds pretty well with the bump areas, with normal mapping and bump mapping is not possible to achieve that, even less with objects that are parallel to our view; the geometry looks real, its not difficult to see that its not a trick of light that normal mapping and bump mapping use to fake it. We can also see that the terrain and the rocks have pretty good amount of vertices elswhere that give a good LOD, and to form finer pieces you need tesselation, and tessleation oftenly works along with displacment according to nvidia
parallex occlusion could have been a possibility if the terrain wasnt oblique. Oblique angels cause artifacts with parallex occlusion


































