v1.17.0
Ambient occlusion: Emissive lights
TLDR: Ambiant occlusion is now longer experimental and I consider it feature complete. I'd say it's a recommended setting if you have a capable GPU
The ambient occlusion, implemented as SSGTAO for the nerds, (Settings (F1) → Screen → Ambient occlusion, low or high) now knows how the game lights each surface, so it only darkens what really comes from the sky.
- Lamps, signs and neon keep their light: a wall under a street lamp or next to a lit sign is no longer dimmed in its corners. Only the share of a pixel the sky's ambient light can explain is occluded.
- No more dark halo next to a light: an object standing above a lit line on the ground, or beside a bright panel, keeps that light and its colour on the side facing it, instead of getting a dark outline.
- It's also more soft on environment
Let me know how it looks, feel free to open a GitHub issue to discuss or you can also reach me on Reddit