Hey there! Let’s check it out.
And here are some shots specifically for your issue:
I’ll leave the verdict up to you!
And i skipped DFAO because it’s in a different category.
DFAO is for macro occlusion, while my plugin is a screen space solution for micro occlusion.
Also, during these tests I noticed a minor offset bug around the wheel spokes.
I’ll fix that in an upcoming update!
About noise and ghosting: There is practically zero ghosting because VBAO doesn’t use its own temporal accumulation for denoising. It relies entirely on the engine built in TAA, so whether you use that or not is totally up to you.
As for noise, it mostly depends on how you configure it. If you crank up the intensity while using low quality settings, the image will get pretty noisy. However, if you use higher quality settings with a reasonable intensity level, the noise is barely noticeable.
The default settings are specifically tuned to keep noise to a minimum!
Regarding the screenshots/documentation: all screenshots use default VBAO and SSAO settings, just with intensity set to 1.0 and TAA enabled.
Regarding Performance: Yes, the ~0.6ms was captured on my RTX 2060 at 1080p using the default plugin settings. Keep in mind this is just a general baseline, actual performance heavily depends on resolution, scene complexity, quality settings, and your specific GPU.
As a rough rule of thumb, if GTAO takes less than 3ms on your machine, VBAO will run proportionally faster for you.
Quality 4 is really meant for cinematics rather than real time gameplay.
But to give you a clear breakdown across all modes
(tested on an RTX 2060, running in game at 1080p with r.ScreenPercentage 100):
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Quality 1 = ~0.45ms
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Quality 2 = ~0.65ms
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Quality 3 = ~0.85ms
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Quality 4 = ~1.60ms
The plugin just launched, so I’m still fixing a few release bugs, but I will definitely add these ms timings to the documentation soon!) I also plan to upload a video comparison to my YouTube channel when I have some free time.
Hope this helps! Let me know if you have any more questions.