AO (Ambient Occlusion) in Post Process Volume for UE5 and Lumen?

I’m thinking about the same question. So seems that Lumen replaced the global AO totally? Because Lumen is a software raytracing strategy, if you want a global AO you need to use ppv and turn on the raytracing AO. And if you dont use raytracing, there won’t be an AO buffer for you to visualize, and that’s why it’s absolutely white I guess. But I’m curious what kind of AO strategy they use for lumen? They support material AO, so maybe it’s SSAO?