;p Good point but there is no realtime raytracing with high sample AO possible (at the moment) (Or full global illumination for that matter) so the only way to do it (and thus the ONLY proper as in working way) is with a shader effect in post processing. For a game, talking only about real time games. And those CAN fake AO nicely if gpu's become a slight bit faster, 1 or 2 years and full quality faked AO will be possible in rasterization rendering. Given adaptive sample rates for AO it can definitely look very nice and some more fakery and it will be a good addition to the standard effect palette (unless they over do it)
I do actually not earn a living rendering (only 3d modeling ;p) so yeah i am not hoping games will ever become photo realistic, budget for art creation is already a big expense for any AAA game (i would assume) even if you outsource it. So what good could this possible bring.
What i fear is that the coming of real time ray tracing will mean a total destruction of innovation in AAA games. Of course a cynic might say that this has already happened anyway
Edit: Just to clarify, you are of course right to lament that i called the horrid AO shader effects proper the way i did, i do render a lot of things and i know what AO is, and why you said that ;p I just hope in 2 years from now, faked AO will be a match to "proper" AO .. it certainly would benefit the graphics without causing any extra expense or work on the modelers ;p (except that you'd no longer need to bake AO in your texture i guess)This comment was edited on Mar 15, 2009, 18:08.