It appears as if Witcher 2 is utilizing view_space buffer is used for SSAO, instead of depth_space buffer.
or
Its related to the number of blur passes for the spatial accuracy, which I think increasing the value puts EXTREME load.
Genome852: I have no idea what any of that means >_>. So can something like this be tweaked? I haven't experienced the 'problem' I'm describing in other games I've played that use ambient occlusion, though I've read that this "dark aura" is normal with SSAO (yet I didn't notice it when playing Crysis, though that was long ago).
The terms won't mean much other than the fancy looking names, unless you know anything related to 3D space rendering (for this game; it is specifically related to lighting steps of deferred engine rendering)...nvm.. bla bla bla
the Halo is also visible in Crysis when you look at the gun, its very easily noticeable when you move the screen against backgrounds of different contrasts. The effect is like air hitting the weapon and an elongated strip/band of black dissipating wingtip vortice like effect is seen around the weapon from the camera's view point. (tweak-able off course, there are nine r_SSAO_<values> easily available via console in the game).
I wish there was a config file/SSAO alteration settings in the ini files for Witcher 2, which could be tweaked. :)