@blackhole
Even though I really have absolutely no time right now, I made an example, using the Deimos. Probably not perfect, but good enough to make a difference.
On the left, is the light traced version, using a map. That's pretty much the best you can get.
I the middle is the slightly tweaked vertex color version. No additional polygons. Close enough, if you ask me.
On the right is the standard version without any "ao" shadows.
Rather than just using radiosity, I rendered a lightmap and converted that to vertex colors on the mesh. I get slightly more artifacts, but thanks to the smoothing tool in the vertex painter, that's no big deal.
Any coder who adds support for this to the POF format and the engine, will be my personal hero for at least a month!
Ok, I must admit that *any* AO is probably better then nothing, but wouldn't it be a lot more sensible to put this feature on hold until postprocessing comes along, and then you can do supercrazyaccurate screenspace AO and not have to bother about changing the model format and coding the shader 'n stuff?
However, problem: Polygon increases are huge suckers of performance. It doesn't matter if the polygons are the same flat surface, they get rendered all the same, so increasing polycount would definitely be a noticeable performance hit. If you are really that obsessive about it, then I'd say do it if you can get away without a polycount increase, otherwise don't bother.
On a totally unrelated note, the DirectX11 tessellation feature would be so unbelievably perfect for this...
the thing I think the engine needs more than any other feature is multi-textureing, and I mean with multiple UV coordinates, that would be the awesomest thing ever.
By multiple UV coordinates do you mean adding support for multiple textures to be rendered on to a polygon using unique UV coordinates for each texture? If so, I would ask
WHY THE HECK ISN'T THIS ALREADY IMPLEMENTED but hey, this is FSO, anything is possible!
I suspect the reason this isn't implemented is due to the unbelievably horrible graphics code again. Therefore, from this thread, we can conclude one thing:
The graphics code needs a complete overhaul if you guys are going to do anything, except maybe some minor improvements here and there. And I'm not volunteering