I save it in the actual render pass by using MRT, to a regular RGBA8 texture.
In light of this, I'll gladly take the extra 10% users over no fps increase on less users
hendu wrote:The XEffects one is more blurry and "hatchy" - darkening has a hatch-pattern when viewed up close, also seems more complex. Can't comment on the relative speed without integrating it to the same scene, too much work for thatThough my intuition says the XE one is slower, at least in its current form of unoptimized full res vs optimized quarter res.
FWIW, I got 25 fps in example3 room scene.
Various points:
- 8 samples, I use 16
- full res, vs a quarter (causing the noise, hatchiness, and the blurriness is from the compensation / too strong blur)
I'm after contact shadows mainly, not the small creases, so the quarter-res SSAO looks rather good for my goals.
- on the complexity, I simply use unjittered 2d positions. XE uses jittered 3d positions, with the additional texture and so on
- XE blur is an average, also it skips some pixels. Mine is gaussian, without skipping close pixels
- XE saves depth in a separate pass to a 64-bit float texture (expensive!), further I don't understand why you divide it by the X pixel position.
I save it in the actual render pass by using MRT, to a regular RGBA8 texture.
- XE doesn't skip impossible pixels in any way (neither skybox nor planar surfaces far enough to not receive darkening for certain)
- XE uses shader multiply, which like REDDemon pointed out is slower than using the blending units
OK, just my random thoughts after checking it out 1h after waking up, not sure if it answers your question


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