Ambient Occlusion in 3d Viewport rendering incorrectly.

I’ve been messing around with 2.74 and the new openGL ambient occlusion in the 3d viewport is rendering on the edges of my model rather than where it is supposed to be rendering.

Does anyone have any idea why it is doing this?

Thanks for looking!

I think the viewport uses screen-space AO, which is not the same as the rendered AO.

Hi, this is not correct.
Could you upload the .blend?
As it is depend of your hardware, please add your system specs, special the GPU.

Cheers, mib

I have an ASUS S500C laptop with windows 8 pro with an Intel Pentium 2117U 1.8GHz. The GPU is intel HD Graphics. I can’t find any information about the GPU other than that. Now that I know the viewport AO is dependent upon the hardware, I assume my GPU does not correctly support it.


Work fine here with old GN 965.
Can you post result of system info in Help menu?
It is printed in Blender text editor, please post at
It is a lot of text.
Please try daily build from:

Many Intel bugs are sorted out.

Cheers, mib

The daily build did not make a difference.

Here you go:


Thanks, added your driver to our list so it should work in the next version of blender.

If you do not want to wait so long, Intel recommends to upgrade your driver to this one


for our report to the Intel driver team for more details.

Hi zachboy82, talk with the developer psy-fi and he fixed it in master.
Should be in daily build of tomorrow. :slight_smile:
At least in 2.75, if you don´t use beta software.

Cheers, mib
Psy-Fi beat me. :smiley:

I am downloading the new drivers and I will let you know.


Ok… I cannot install the intel driver because it is a “general” driver and apparently ASUS uses a “custom” intel driver for my laptop. ASUS doesn’t have a newer version of the driver for my laptop so I guess I will have to wait.

Thanks for the help!