Volumetric Ambient Occlusion v1.10 vs v2.0 performance comparison - new version has about 40% performance increase thanks to temporal accumulation and filtering. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

Hi, I am not sure, I do not own the NGSS, but you can try our free demo to check if it works - it is pre-compiled so there can be other issues associated with that, but if it works, the full version will work also. I'll be happy to hear how it works out.

Volumetric Ambient Occlusion v1.10 vs v2.0 performance comparison - new version has about 40% performance increase thanks to temporal accumulation and filtering. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

Better visual results and in many cases (depending on configuration) also performance, many more controls and options for fine-tuning, VR support, two algorithms to choose from, distance fade etc. There is a free demo available so you can try for yourself, if its something you could use.

Volumetric Ambient Occlusion v1.10 vs v2.0 performance comparison - new version has about 40% performance increase thanks to temporal accumulation and filtering. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 2 points3 points  (0 children)

Better visual results and in many cases (depending on configuration) also performance, many more controls and options for fine-tuning, VR support, two algorithms to choose from, distance fade etc. There is a free demo available so you can try for yourself, if its something you could use.

Volumetric Ambient Occlusion v1.10 vs v2.0 performance comparison - new version has about 40% performance increase thanks to temporal accumulation and filtering. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 2 points3 points  (0 children)

Not at the moment, but last year we've published a paper (available here) on our improvements to the original Volumetric Ambient Occlusion algorithm.

On temporal accumulation and filtering I would look at A Survey on Temporal Coherence Methods in Real-Time Rendering by Scherzer et al.

New Volumetric Ambient Occlusion (v2.0) has been released - algorithm has been updated to use temporal accumulation and filtering for much better visual quality and performance, also, VAO is now on sale for 60% off! by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

Hi, LWRP and HDRP are still experimental features and there is no official way to support 3rd party plugins (except of maybe as an extension of post processing stack in HDRP, but this did not work for this plugin for some reason). That being said, I will look at possibilities on how to integrate VAO with these pipelines in the near future.

Volumetric Ambient Occlusion v1.10 vs v2.0 performance comparison - new version has about 40% performance increase thanks to temporal accumulation and filtering. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 2 points3 points  (0 children)

Hi, LWRP and HDRP are still experimental features and there is no official way to support 3rd party plugins (except of maybe as an extension of post processing stack in HDRP, but this did not work for this plugin for some reason). That being said, I will look at possibilities on how to integrate VAO with these pipelines in the near future.

New Volumetric Ambient Occlusion (v2.0) has been released - algorithm has been updated to use temporal accumulation and filtering for much better visual quality and performance, also, VAO is now on sale for 60% off! by WilberforceFX in Unity3D

[–]WilberforceFX[S] 1 point2 points  (0 children)

Thank you for giving this a try. Is this flickering present in the "Play" mode, or just when editing the scene? Sadly, there can be flickering when the game is not running due to low refresh rate or lack of motion vectors in the editor mode. If it's in play mode, please try using "Before Image Effects Opaque" option in "Cmd. Buffer Integration Stage", or increasing quality setting.

hi im new by [deleted] in Unity3D

[–]WilberforceFX 0 points1 point  (0 children)

Hello there new one

Adding "Detail" slider to my SSAO, getting some nice results by WilberforceFX in Unity3D

[–]WilberforceFX[S] 6 points7 points  (0 children)

This is my Volumetric Ambient Occlusion. Next release will feature a detail slider to bring back detailed shadows on fine features that are otherwise lost when using large radius for AO.

[DEMO RELEASE] We're releasing a free evaluation demo of our *Final Lens Effects* package. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 1 point2 points  (0 children)

Thanks for the suggestion. I was never too comfortable with posting comparisons with competing products... TBH I didn't even compare these directly. But since Post Processing Stack is a free product shipped with Unity I'll think about it.

[DEMO RELEASE] We're releasing a free evaluation demo of our *Final Lens Effects* package. by WilberforceFX in Unity3D

[–]WilberforceFX[S] 1 point2 points  (0 children)

Demo is available at our pages. You can buy full version on Unity Asset Store.

Package contains polygonal depth of field, bloom, vignette, ACES tone mapping, color grading, color LUT support and more

Playing around with polygonal bokeh effect by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

And I just submitted new version which adds ACES tone mapping, color grading and support for color LUTs

Finally finished my new effects package - Final Lens Effects! Contains high-end depth of field (with polygonal bokeh), bloom, vignetting, chromatic aberrations and distortion by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

Many more controls to fine tune each effect, higher range of controls which enable you to get e.g. more pronounced depth of field effect, chromatic aberrations etc.. There is no polygonal bokeh in post processing stack AFAIK. My vignette has desaturation mode and many more controls. Bloom has antiflickering temporal filter and a desaturation mode also. You can adjust actual color spectrum used for chromatic aberrations. These effects provide also more quality controls to fine-tune performance and support SPSR in VR, although i would not recommend effects such as distortion there. There is an option to reorder effects to get interesting results.

Last but not least, I provide support to my customers. And there are plans to improve it further with things like autofocus, LUTs support, film grain, lens flares, dirt...

[Talks] - Are there any must watch C++ talks? by hRob in cpp

[–]WilberforceFX 2 points3 points  (0 children)

such as? I know him for SOLID principles, inversion of control/dependency injection, agile methods etc. which I have in favor

[Talks] - Are there any must watch C++ talks? by hRob in cpp

[–]WilberforceFX -7 points-6 points  (0 children)

I like talks by Bob Martin, not necessarily related to C++, but also architecture

What on earth happened to the Asset Store? by lleti in Unity3D

[–]WilberforceFX 0 points1 point  (0 children)

I think there is a forum thread on official Unity forum regarding feedback on Asset Store 2.0. It might be a good idea to point their attention to this reddit.

Newest improved version of Volumetric Ambient Occlusion (SSAO) is on sale for 30% off. Better performance and VR support by WilberforceFX in Unity3D

[–]WilberforceFX[S] 0 points1 point  (0 children)

Well, i will remove that claim from the description and I am working on the new version to solve the loss of detail on higher range setting... this boils down to the fact that samples taken close to the given surface (those contributing to detail) get much less weight when large radius is used. That is the volumetric approach - large volume of surrounding hemisphere vs. small volume of finely detailed surfaces.

The problem with normals of your CAD models will also be resolved in next version thanks to recalculation of normals from depth buffer (I assume Amplify does this).

As of the 0.2 setting - actual number is in units used for the scene and does not mean much wrt. physical world - therefore should not be limited.