SSAO results - statistical optimal distribution technique

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10 comments, last by Viik 14 years, 8 months ago
thanks viik for your demo!

here are my results for the scene:

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unfortunately, I currently have to pay a high price for sampling very distant pixels. if I turn off random access to the normal texture and limit the sampling range, my fps immediately double. I have to work on the speed, it's only 30 fps at 512x512 on a 295 gtx :-( the problem really is the texture caching :-(

regards,
nicolas
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Yeap, I have the same issue, this is why I keep it very small, bigger radius gives very nice result but infortunately it's not practical performance wise. One of the solutions is to use downsampled depth buffer, it works pretty well, you get some artifacts but it's hard to notice them. I'll post exe with such option later + slider to changes sampling radius.

Btw, from the size of your occlusion it looks like sampling radius is actually huge.

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