Introduction to Ambient Occlusion
When you open your graphics menu and spot ambient occlusion, it can feel like a pop quiz you didn’t study for. You’re not alone, and yes, the name is a mouthful.
Think of ambient occlusion as the quiet artist in the corner who adds the final brushstrokes. It darkens tight spaces and contact points so your scenes look grounded instead of like props sitting on a lit stage.
How Ambient Occlusion Works
“Ambient” means surrounding light and “occlusion” means blocking. The trick is estimating how much of that surrounding light gets blocked by nearby geometry, then shading accordingly.
It is different from a classic shadow that comes from one lamp or the sun. Instead it boosts subtle shading in creases, corners, and where objects touch so your brain reads depth and texture without thinking about it.
Key Takeaways
- Ambient occlusion adds subtle shadows where objects meet and in creases.
- SSAO is fastest, HBAO is stronger, and RTAO is best but heavier.
- A small performance cost often brings a big boost in depth and realism.
- Keep AO subtle and tuned to your hardware and art style.
How to Spot It Quickly
Stand your character in a room where a wall meets the floor, or near a bookshelf. Toggle ambient occlusion on and off and watch edges either feel glued to the world or floating slightly above it.
I still remember doing this in GTA V during a late-night tweak session. The moment AO went on, alleys stopped looking like flat textures and started looking like places you should not hang out after midnight.
Types of Ambient Occlusion Techniques
SSAO: Screen Space Ambient Occlusion
SSAO is the workhorse you’ll see in most games and engines. It samples the depth buffer of what’s visible on screen, which keeps it fast enough for real-time.
The tradeoff is accuracy in tricky angles or thin geometry. Expect an improvement that’s often subtle and sometimes noisy, and expect it to scale well on mid-range hardware.
Performance reality check for SSAO
On typical PC titles, SSAO eats roughly five to ten percent of your GPU frame time. That is a decent quality bump for a manageable cost if you set it to low or medium.
HBAO and HBAO+: Horizon-Based Ambient Occlusion
NVIDIA’s HBAO looks for horizons in the depth field to estimate how much ambient light gets blocked. HBAO+ refines the sampling so you get richer contact shadows at a better cost than older variants.
If you have headroom on the GPU, HBAO+ is a nice upgrade over baseline SSAO. If your rig is already wheezing, SSAO is the safer bet.
ASSAO and CACAO: Modern, Scalable SSAO
Intel’s ASSAO aimed to scale from laptops to desktops under one codepath. AMD’s open CACAO builds on that, with multiple quality levels and smart sampling.
Studios pick these because they’re open and predictable. That means fewer surprises when you flip the preset from medium to high.
VXAO: Voxel Ambient Occlusion
VXAO converts scene geometry into voxels to evaluate occlusion in 3D space. It captures more than what is currently on screen, so it looks stable and natural in cluttered scenes.
It’s heavier than SSAO or HBAO and shows up in only a few titles like Rise of the Tomb Raider. When it appears, expect very convincing contact shadows and a steeper performance bill.
Ray Traced Ambient Occlusion (RTAO)
RTAO sends rays around a point to see what geometry blocks ambient light. The look is excellent, and it avoids some of the screen-space quirks completely.
Cost is the catch. Engines like Unreal expose RTAO, often with temporal denoising to keep noise down, and you will feel it in GPU time.
Technique | How it Works | Visual Quality | Best For |
---|---|---|---|
SSAO | Samples screen depth to shade visible geometry. | Good; subtle contact shadows. | Most games; mid-range PCs. |
HBAO | Estimates occlusion via horizon angles. | Very good; stronger shadows. | Single-player visuals, higher-end GPUs. |
HBAO+ | Refined version of HBAO with cleaner sampling. | Excellent for screen-space AO. | High-end PC quality settings. |
ASSAO / CACAO | Adaptive SSAO variants with scalable quality. | Good to very good at higher presets. | Cross-platform, scalable projects. |
VXAO | Voxelizes scene for 3D occlusion checks. | High; more global awareness. | Showpiece scenes on powerful rigs. |
RTAO | Ray-traces occlusion against geometry. | Highest; realistic and stable. | High-end PCs, next-gen consoles. |
Ambient Occlusion in Games
Where you’ll see the setting
Most modern engines expose AO out of the box. In Unreal, you can enable AO in a post-process volume and tune intensity and radius, while Unity’s URP and HDRP ship their own SSAO solutions.
If you want a quick A and B test, use any open-world game with lots of corners and clutter. Street scenes, dense forests, and stone interiors show the effect the clearest.
Indoor vs outdoor scenes
Indoors, AO stops surfaces from looking like they glow where they meet. Outdoors, it gives foliage and rock faces the bite your eyes expect in the real world.
If you have ever looked at a cave that felt like a white box with a rock texture, that is AO begging to be turned on. I’ve toggled it in countless level grayboxes while playtesting a lighting pass, and it always made the space read more confidently.
In engines and tools
Unity’s documentation spells out that AO darkens creases and intersections and is implemented as a renderer feature in URP. Unreal recommends using it as a subtle addition that complements your lighting rather than a heavy-handed filter.
If you build tools, expose AO presets that match your studio’s target platforms. Fewer knobs during reviews means fewer “why does this corridor look washed out” comments.
Performance vs Visual Quality
What AO costs on the GPU
SSAO usually takes a small slice of the frame budget that scales with resolution and quality. Intel’s guidance pegs it around five to ten percent of GPU frame time in many engines, which matches what I’ve seen profiling city hubs at 1440p.
HBAO+ is generally costlier but more robust in messy scenes. VXAO and RTAO look great but sit in the premium tier for performance, so plan for them like you would plan for high-end shadows.
Tuning without tanking
Keep intensity modest and radius conservative so you avoid dark halos. Blur and temporal filters can help reduce noise, but too much smoothing erases the detail you turned AO on to show.
A practical target is SSAO on low or medium for competitive players and HBAO+ or RTAO for single-player showpieces. That simple split has kept many of our test builds looking sharp without turning the GPU into a space heater.
Is it worth it for you?
If you live for high refresh shooters, those extra frames may matter more than subtle shading. If you treasure atmosphere in an RPG or sim, AO earns its keep every minute you explore.
I like to say AO is like seasoning. Too little and the dish is bland, too much and it tastes wrong, but the right pinch makes everything sing.
Ambient Occlusion Settings in Practice
A simple two-minute test
Pick a scene with corners, clutter, and midtones. Toggle AO off and on, then flip between low and high to feel the difference in depth and the cost in frames.
If the change is hard to notice, lower your intensity and expand radius slightly. If you see dark outlines around character silhouettes, nudge radius down and consider a softer blur.
PC build guidelines
On integrated or entry GPUs, SSAO on low is usually the sweet spot. On mid-tier cards, medium SSAO or AMD CACAO’s medium to high profiles look clean without a gut punch to performance.
On high-end rigs, HBAO+ or RTAO give you more natural contact shadows. That choice often comes down to whether your engine’s ray tracing stack is already enabled for other features.
Art direction and QA tips
AO should support your lighting, not replace it. If testers report “muddy” scenes, reduce AO intensity before you brighten your key lights and blow out the rest of the image.
For stylized art, consider gentler AO or even per-material AO masks. You want form definition without making everything look like a charcoal sketch.
Final Thoughts: Ambient Occlusion in Games
Ambient occlusion is one of the best value-for-time settings you can ship or enable. It gives your scenes the depth they deserve with a tool that most engines already provide.
Treat it like a finishing pass that respects your lighting. When you dial it in, the world goes from “gamey” to grounded faster than almost any other post-effect.
Actionable Next Steps
- Test AO in one of your current levels by placing the camera in a corner, toggling AO, then tuning intensity and radius.
- Record the FPS for each preset so you have a baseline for future levels.
- Set engine-wide defaults that match your platforms, like SSAO medium for low and mid, HBAO+ or RTAO for high.
- Document that choice in your graphics checklist so new team members stay aligned.
- If you are a player, pick a dim room or forest edge and toggle AO to train your eye.
- Once you see it, you can’t unsee it, and you will make smarter calls for your rig.
Ambient Occlusion FAQ
What does ambient occlusion actually do?
Ambient occlusion estimates how much surrounding light is blocked by nearby geometry and darkens those areas. Your eye reads that as depth and contact, which makes the world feel solid.
Should I turn AO on or off?
If you have the headroom, keep ambient occlusion on because the visual payoff is real. If performance dips, lower the quality or turn it off for competitive play where clarity and frames trump subtle shading.
What is the difference between SSAO and HBAO?
SSAO samples in screen space and is fast but can be noisy or miss thin occluders. HBAO looks for horizon lines in depth to produce stronger contact shadows with a higher GPU cost.
Does ray traced AO replace SSAO?
It can for high-end targets because it avoids many screen-space artifacts. You will still need filtering and smart sampling to keep noise low, and the cost is higher than SSAO.
Why do engines call AO a subtle effect?
Because overdoing ambient occlusion flattens midtones and creates halos. Unreal’s docs say AO is best used as a subtle addition that darkens creases and corners to support realism.
Sources Utilized
- NVIDIA HBAO+ overview and docs
- NVIDIA HBAO+
- Intel Adaptive SSAO article
- Intel gen11 guide note on SSAO cost
- AMD FidelityFX CACAO overview
- AMD FidelityFX CACAO manual
- NVIDIA VXAO explainer
- Unreal Engine AO docs
- Unreal Engine Ray Traced AO
- Unity URP SSAO docs
- ASSAO GitHub
- NVIDIA GDC deck on advanced AO