FeedbackI've been doing some maintenance work on my engine, and started to overhaul the physics portion of the engine to get ready for Feedback. Previously I have very simple wrappers for the PhysX classes and didn't really provide much additional content in my classes. This time around I have developed a more sophisticated system with ease of use and flexibility in mind. So far things are moving along nicely.
Screen Space Ambient OcclusionI have been playing around with my SSAO implementation as well, and have found that it may be possible to use the SSAO buffer without a blurring pass. If the sampling pattern is selected properly, then much of the noise can be removed without the cost of an additional full screen pass. More on this one as it comes along...
EDIT: I uploaded an AVI of the SSAO in action - it's not compressed, but it is saved in a zip file to save some bandwidth for GameDev.
Video Zip File
What do you think???