The robust implementation allows for very wide-range AO with little decrease in performance due to minimum cache trashing. (64 samples: 3 pixels radius for bayer, 8+ pixels radius for randomized samples).ģ. Due to the nature of the bayer matrix, the resulting pattern needs a lot less blur for completely smooth shades. Instead, it uses a 16x16 bayer matrix as distribution lookup combined with a fine-tuned algorithm to improve variance.Ī lot of AO implementations reduce their effective sample count because many samples land on the same positions so the result is way more noisy than on other implementations with the same sample count. To reduce the amount of needed post-blur, MXAO uses a non-random sampling distribution. At low settings, its fps drop is not noticeable on GPU's like GTX 970 where HBAO+ or similiar algorithms dip the fps quite a bit. It can both apply little shading almost for free or heavy shading for screenshots to completely change the look of the scenery.
The performance and scalability allows almost GI-like scenes in some cases.
To spice things up, it can also calculate Indirect Lighting. MXAO is a SSAO algorithm designed to be the perfect replacement for faulty AO implementations in modern games.