When Criterion Games announced that it was building a version of Burnout Paradise "specifically" for the PC, our minds raced with ideas of what the devs might have in store of armchair racers unable to break away from their keyboard and mouse. While we're still in the dark concerning the port's "expanded multiplayer, enhanced online features, and community driven content," Criterion has softened those shadows by announcing that the PC version will support some fancy techno-babble known as 'ambient occlusion.'
Wondering what this will mean for you as you're barreling down the streets of Paradise City? We'll let Criterion explain: "It's an effect that uses soft shadows to add extra depth. Enclosed spaces naturally receive less light than open spaces and look darker – that helps us to see how close objects are to each other." We'll be honest, just judging by the above comparison shot it's difficult for our eyeballs to tell much of a difference, though admittedly Burnout Paradise was already easy on the eyes. Besides, shadows are the last thing on our mind as we smash headlong into the concrete median.
Reader Comments (15)
Posted: Jun 11th 2008 3:38PM Graham Best said
The main difference are the shadows on the gray wall directly behind the car...
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Posted: Jun 11th 2008 3:44PM Zertoss said
http://www.flickr.com/photos/criteriongames/2553273047/sizes/o/
The shadow behind the ladder on the water tower looks terrible to me.
Reply
The shadow behind the ladder on the water tower looks terrible to me.
Posted: Jun 11th 2008 4:02PM BizarroPete said
The difference it pretty easy to see, they pic labled SSAO ON has them numbered. The image does look better/more realistic with SSAO on. I don't know if anyone will notice as they race by though.
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Posted: Jun 11th 2008 4:20PM dargis49 said
I really can't see a big difference. It's like one of those bar games where you look at 2 pics to see which one is different.
The only thing that really sticks out to me are the 2 fans(one above the cars wing, and the other on the left edge of the screen). After you notice that, the shadows really start to pop out on the SSAO On side.
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The only thing that really sticks out to me are the 2 fans(one above the cars wing, and the other on the left edge of the screen). After you notice that, the shadows really start to pop out on the SSAO On side.
Posted: Jun 11th 2008 4:21PM einhanderkiller said
Posted: Jun 11th 2008 4:23PM (Unverified) said
It's a very slightly noticeable difference. Not really enough to warrant a big deal, but just enough for those who love to have the best looking picture possible.
/wishes he could afford to have the best
//is still happy with 720p though ;P
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/wishes he could afford to have the best
//is still happy with 720p though ;P
Posted: Jun 11th 2008 4:56PM bAss ackwards said
Hey guys, here's a better comparison picture:
http://tinypic.com/view.php?pic=258cj9t&s=3
(click image to see larger version)
You can really see that without SSAO on the objects in the world look a little less dimensional. Feel free to use the .gif for this post if you wish.
Reply
http://tinypic.com/view.php?pic=258cj9t&s=3
(click image to see larger version)
You can really see that without SSAO on the objects in the world look a little less dimensional. Feel free to use the .gif for this post if you wish.
Posted: Jun 11th 2008 5:21PM Ranus Studios said
AO is awesome if you have a good example of it.
This is not a good example of it.
Reply
This is not a good example of it.
Posted: Jun 11th 2008 8:16PM WiredKnight said
It's not just "soft shadows."
What ambient occlusion really does is calculate how light interacts with multiple objects, reflecting off of multiple surfaces, instead of on a per-vertex or per-pixel basis only.
See:
http://en.9jcg.com/featured_artists/toni_bratincevic/slow_decay_files/slow_decay_14_l.jpg
This is a flat-shaded render with only ambient occlusion shaders.
As mentioned, tight spaces are on average darker than wide-open spaces. Surfaces catch light reflected from other surfaces, instead of being lit by only direct rays. As you can see, this results in softer shadows, as well as more dynamic transitions from surface to surface.
The next iteration of the Unreal 3 engine is utilizing this as well.
Reply
What ambient occlusion really does is calculate how light interacts with multiple objects, reflecting off of multiple surfaces, instead of on a per-vertex or per-pixel basis only.
See:
http://en.9jcg.com/featured_artists/toni_bratincevic/slow_decay_files/slow_decay_14_l.jpg
This is a flat-shaded render with only ambient occlusion shaders.
As mentioned, tight spaces are on average darker than wide-open spaces. Surfaces catch light reflected from other surfaces, instead of being lit by only direct rays. As you can see, this results in softer shadows, as well as more dynamic transitions from surface to surface.
The next iteration of the Unreal 3 engine is utilizing this as well.
Posted: Jun 12th 2008 5:02AM BurntMeatloaf said
So, this is why development costs are skyrocketing, yes?
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