i disagree. At least in this stage of real-time lighting solution like dynamic GI. The problem you get when relying on the SSGI, aside from it’s awful performance impact, stems from a lack of two different things. The first being an inherent limitation of screen space algorithms in general. Is that they falloff radically the closer the requested information starts going outside of the current camera POV. So when you combine a bunch of screen space techniques like SSSSS (Screen space subsurface scattering), SSR (Screen Space Reflections), SSAO (Screen space ambient occlusion), and/or SSGI you often get extremely noticeable fading.
However, knowing this, SSAO has an inherent advantage compared to SSGI’s current implementation. Which is the parameterization of how much the area the AO can influence. With a smaller radius, (say between 10-40), the AO is able to flesh out smaller details that bring more life and complexity to a scene than anything SSGI in UE4 could allow for. And the new alternative GTAO (Ground Truth AO) introduced in 4.24 also has a visual bug itself where the AO blur calculation seems to happen at the wrong step in the GTAO pass, leaving an extraordinary washout of detail shaidng. In addition, SSAO with a smaller radius requires just as much less screen info than it’s radius. So, it fades off futher out on screen when compared to the other screen space effects, breaking up the transition into something a bit less noticeable.
To compensate for only having short raidus SSAO, I often supplement it with DFAO for larger scale occlusion. I get great performing and looking results, everytime.