[Epic] Ambient occlusion tiers: GTAO (screen-space, replaces SSAO) + ray-traced AO (RTAO) #86
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sky_line/Slipstream#86
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Goal: best-available ambient occlusion per hardware tier, all writing the same AO target that the lit pass applies to ambient/probe light (not direct light):
Status (2026-10-10)
clean_ao.compwrites the shared AO target (LL-parity SSAO, 8 taps plus LL's blur, with geometric-normal / contact-slope / strength options). The lit pass reads it;RenderVKAOStandardselects standard vs LL-parity application. It runs async next to the RT shadow mask (q_mask_ao).RenderVKAOMethod: 0 = SSAO, 1 = GTAO) for an in-world A/B against SSAO, with its own GPU timer marks.GTAO (part 1)
RTAO (part 2, later)
RenderVKAOMethod2 = RT, default on RT-capable GPUs once tuned. Radius/strength shared.Relates: #21 SSAO, #85 denoiser epic, #98 hardware tiers.
[Epic] Ray-traced ambient occlusion (SSAO fallback)to [Epic] Ambient occlusion tiers: GTAO (screen-space, replaces SSAO) + ray-traced AO (RTAO)Started 2026-10-10 with part 1, GTAO as a live-switchable method for an A/B against the current SSAO. RTAO (part 2) comes later.
GTAO shipped in 1.3.0 Beta 2 (RenderVKAOMethod, SSAO or GTAO). The ray-traced AO part (RTAO) is not started, so this epic goes back to the backlog until that is picked up.