> For the complete documentation index, see [llms.txt](https://ipgames.gitbook.io/htrace-ao/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ipgames.gitbook.io/htrace-ao/v1/settings-and-properties/quality/gtao-quality-settings.md).

# GTAO Quality Settings

## Slice Count

Specifies the number of directions (slices) used to evaluate occlusion. The final sample count is calculated as *"Slice Count × Step Count × 2"*. Each increment in the Slice Count significantly increases the number of samples. This parameter has the greatest impact on noise reduction (aside from the denoiser itself) but comes with a substantial performance cost.

*Performance impact: severe, keep as low as possible*

{% tabs %}
{% tab title="Slice Count 1" %}

<figure><img src="/files/RHkha1efpvkTzRgj0SaR" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Slice Count 2" %}

<figure><img src="/files/WKVqwmYLliQg4v5FshdP" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Slice Count 4" %}

<figure><img src="/files/qZ8nRlSz9gtJRQ6xC3xo" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Step Count

Specifies the number of steps taken along each direction (slice). This parameter determines the accuracy of occlusion and affects noise levels, although to a lesser extent than the Slice Count.

{% hint style="info" %}
Low values for **Thickness** and **World Space Radius** reduce the impact of Step Count. In such cases, using high Step Count values may waste performance without providing significant visual improvement.
{% endhint %}

*Performance impact: severe, keep as low as possible*

{% tabs %}
{% tab title="Step Count 8" %}

<figure><img src="/files/esViWMdoflhZU86JN3Ta" alt=""><figcaption><p>Slice Count = 4, Step Count = 8</p></figcaption></figure>
{% endtab %}

{% tab title="Step Count 32" %}

<figure><img src="/files/pdJFQVZINJUo6wq53Pzg" alt=""><figcaption><p>Slice Count = 4, Step Count = 32</p></figcaption></figure>
{% endtab %}
{% endtabs %}

## Full Resolution

Determines whether the effect is rendered at full resolution or half resolution. This parameter has the greatest impact on performance. When disabled, all passes (except the final interpolation pass) are rendered with 4 times fewer pixels (2x downscaling along each axis). As a result, disabling Full Resolution can provide up to a 4x performance boost.

he visual quality difference between enabling and disabling Full Resolution depends on the upscaling parameters. For more details, refer to the **Interpolation** section.

*Performance impact: most severe, disable if possible*

## **Checkerboarding**

Specifies whether the effect should be rendered using a checkerboard pattern, which processes only half of the pixels per frame. This option is designed to minimize visual impact while improving calculation times by up to 50%. It is recommended to enable this feature whenever possible. However, there are some limitations:

* Checkerboarding is available only when the **Temporal Denoiser** is active, as it relies on alternating checkerboard patterns between two consecutive frames.
* The **Motion Rejection** parameter becomes less effective with Checkerboarding enabled, as it has 50% less data to process. Increasing the Motion Rejection value may be necessary in this case.
* Checkerboarding is applied only to pixels with more than one frame of accumulated temporal history. Newly revealed (disoccluded) pixels are calculated in full resolution. As a result, the effectiveness of Checkerboarding may decrease during very fast motion or when many new surfaces come into view. For more details about temporal reprojection, refer to the **Temporal Denoiser** section.

*Performance impact: beneficial, use whenever possible*

## Visibility Bitmasks

Enables an alternative occlusion calculation method based on [visibility bitmasking](https://arxiv.org/abs/2301.11376). This approach provides more accurate results, especially in areas with thin geometry such as bars, fences, grills, and thin pillars, at a moderate performance cost.

This option is strongly recommended when the **World Space Radius** of the effect exceeds approximately 2.5 meters, as the non-bitmask variant struggles to handle thin objects as the radius increases. For lower radius values, Visibility Bitmasks may not be necessary, and adjusting the **Thickness** slider should suffice to achieve adequate results.

*Performance impact: moderate, recommended with radius above 2.5 meters*

{% tabs %}
{% tab title="Visibility Bitmasks Off" %}

<figure><img src="/files/Z7YjzsUXv8BMINSEVlO0" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Visibility Bitmasks On" %}

<figure><img src="/files/4zdO9JkmkJHHJ03qI90g" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}

## Visibility Bitmasks (Falloff)

Specifies whether falloff should be applied during the occlusion evaluation. Bitmasks are originally designed to work without falloff, which makes them faster. However, this can cause the occlusion appearance to deviate significantly from the non-bitmask variant, which has more contrast in crevices and quickly fades to pure white.

Enabling this option allows the bitmasked GTAO to more closely match the non-bitmask variant in terms of contrast distribution. Disabling it makes the bitmasked GTAO resemble **RTAO** more closely.

*Performance impact: small, recommended only if needed for aesthetical purposes*

{% tabs %}
{% tab title="Faloff Off" %}

<figure><img src="/files/54F76rHhac12K8NhEYjg" alt=""><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Faloff On" %}

<figure><img src="/files/Hi0zXpXOJQkocsOzrTfB" alt=""><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}
