To clear up confusion: Bent normals and SSDO are two different extensions of the base AO algorithm. They both try to make it more dependent on the lighting, but still, the way and the results aren't the same. SSDO provides contact shadows and small scale GI, but for direct lights only. That means that in the screenshots above, it would pretty much look like standard AO, since most of the room is illuminated by indirect light. Bent normals and cones, on the other hand, allow to approximate the incoming light from ALL sources and should nicely fill out all the missing details when using radiance volumes, like the shadows on the Jove logo.