Hey,
I have been looking over my slightly broken SSAO and I have one last problem. I render the normal/depth map at half res, and after that the ambient map at half res. After that I do a bilateral blur on the ambient map, comparing the main pixel normal and depth with the surrounding pixels' normal and depth, to make sure I preserve the edge discontinuities. This results in this nice looking ambient map:
However, when it comes to using the ambient map I get problems around the edges as the ambient map is half res, resulting in the nasty looking halo-effects seen here:
It seems that most people are rendering their SSAO at half res though, for performance reasons, so I would like to know how they deal with the problem of different resolutions in the ambient map and final buffer, and how to combine them nicely.
Thanks!