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shadows around objects?

Good idea. They were in C:\Users\Somian\Documents\My Games\The Ball\UDKGame\ScreenShots :)

theballshadow1.jpg

theballshadow2.jpg

theballshadow3.jpg


EDIT:

ok. looks like the AO's gone wild. Turning off ambient occlusion solves the problem (but also turns off ambient occlusion, of course.)

seems like for some reason, the AO is a bit bugged, not only darkening objects around it but also the surroundings of the objects (like in the air...)

EDIT2:
another thing. is there a way to turn of this light glooming as seen at the coins in on the first image? it looks great in 2D, but with 3d vision, these "glooms" feel like painted at your eyeballs. ;)
 
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EDIT2:
another thing. is there a way to turn of this light glooming as seen at the coins in on the first image? it looks great in 2D, but with 3d vision, these "glooms" feel like painted at your eyeballs. ;)

You can try turning off bloom or hdr lightning or whatever. Its probably in the Engine config file open it up with a text editor and look for something along that line.
 
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The water thing is a common problem you can find in more games. It is just that the ambient occlusion of TB makes it more obvious.

In general, MSAO usually adds shadows around objects, but because we use a wider and thicker MSAO outline than usual it is more obvious in TB. We tried with a thinner one but given the large size of everything, and the amount of darkness and dirt, a small subtle MSAO outline was pretty much invisible.
 
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Distortion is done as a frame buffer effect, that is to say that the distortion only uses the pixels that have been rendered into the frame buffer.

There are two schools of thought on how to fix this issue.

One way is to use volumetric peeling, that is render within the volume first, then distort, then render into the frame buffer. This is really good as it produces correct distortion results (because pixels that aren't "visible" to the camera are available to the distortion algorithm). However, because you're rendering pixels that most won't wind up being on the final frame buffer performance is can get pretty bad.

Another way is to use distortion mask clamping. That is to say, you render a mask buffer which defines the limits of pixel sampling from the frame buffer for the distortion algorithm. Visuals isn't as correct as you get some texture stretching, since you may need to sample the same pixel twice or more ... but more often than not it isn't noticeable. However, because you're not rendering any more pixels than you need to, performance is pretty good with this one.
 
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