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MXAOHeader

iMMERSE: MXAO is Marty's implementation of ambient occlusion, built using Ground Truth Ambient Occlusion (GTAO) and Irradiance Bitfields for accurate and realistic occlusion-based shading.


Quality Settings:

Sample Quality

Controls the number of samples generated by MXAO for ambient occlusion calculations. Higher sample counts produce more accurate and detailed occlusion results but significantly impact performance.

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Shading Rate

Determines the pixel sampling rate for MXAO rendering. Full, Half, and Quarter rates render MXAO at different screen resolution fractions. Lower rates improve performance but reduce visual quality, with the difference becoming most apparent during camera movement and scene transitions.

Radius Configuration:

Sample Radius

Defines the spatial extent of MXAO's ambient occlusion sampling. This parameter controls how far the shader reaches to calculate occlusion effects, affecting both the scale of shadows and the level of detail captured.

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Increase Radius with Distance

Enables dynamic radius scaling based on object distance from the camera. This feature is particularly useful for open-world games with expansive horizons, though it may produce artifacts on distant architectural elements or detailed objects.

Intensity and Blending:

Ambient Occlusion Amount

Controls the strength of the ambient occlusion effect. Higher values produce more pronounced shadows.

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Fade-Out Distance

Specifies the depth at which ambient occlusion effects begin to fade.

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Filter Quality

Determines the quality of MXAO's spatial filtering. Higher filter quality reduces banding artifacts and noise, providing smoother occlusion results. However, increased filtering quality comes with a performance cost.

Preprocessor Definitions:

MXAOPreprocessorDefinitions

MXAO_AO_TYPE

MXAO_AO_TYPE allows you to select the ambient occlusion algorithm used by MXAO. By default, MXAO uses Ground Truth Ambient Occlusion (GTAO), but you can choose from three alternative modes:

  • 0: Ground Truth Ambient Occlusion (high contrast, fast)
  • 1: Solid Angle (smoother, fastest)
  • 2: Visibility Bitmask (DX11+ only, highest quality, slower)
  • 3: Visibility Bitmask w/ Solid Angle (like 2, only smoother)

MXAO_USE_LAUNCHPAD_NORMALS

MXAO_USE_LAUNCHPAD_NORMALS enables MXAO to utilize Launchpad's enhanced normal vectors. This allows MXAO to benefit from Launchpad's Smoothed and Textured normal processing, significantly improving ambient occlusion quality in games where the depth buffer exhibits polygonal artifacts or lacks surface detail.

DLSS, FSR, and TAAU Compatibility

_MARTYSMODS_TAAU_SCALE

important

Usage of this preprocessor definition requires Launchpad to be active and positioned above MXAO in the shader load order. mxaoloadorder

_MARTYSMODS_TAAU_SCALE addresses depth buffer jitter introduced by upscaling technologies such as DLSS, FSR, or TAAU. To simplify configuration, Marty has defined specific scaling modes for users:

TAAUSCALEPreprocessor

Scaling ModeDLSSFSR
Native1.0001.000
QualityDLSS_QUALITYFSR_QUALITY
BalancedDLSS_BALANCEDFSR_BALANCED
PerformanceDLSS_PERFORMANCEFSR_PERFORMANCE
Ultra PerformanceDLSS_ULTRA_PERFORMANCEFSR_ULTRA_PERFORMANCE

Debug:

Show Raw AO

Displays the raw ambient occlusion calculations without texture and color information, allowing you to analyze the occlusion effect in isolation and verify proper parameter configuration.

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