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DividedByZero

Is this the most efficient way to achieve bloom?

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Hi Guys,

I have a bloom pass in my game which is working very well. But I am wondering if I can optimise any passes as it is quite expensive.

This is how I am going about it right now;
 

  • Normal scene pass
  • Light pass (more or less a pass to set up what is to be bloomed 
  • Horizonal blur on the light pass (at 25% scale)
  • Vertical blur on the result of the horizontal pass (at 25% scale)
  • Multiply the result against the normal scene pass and apply the bloom shader

As far as I can tell, this would be the most efficient way of achieving this effect. But, I thought I'd put the question out there to see if this can be made more efficient.

 

Thanks in advance :)

 

 

P.S. This is an example of what I have right now.

 

screen_00.png

Edited by DarkRonin

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Perhaps your blur shaders could probably be tweaked/optimized to adjust efficiently.

i.e. smaller blurs for weaker platforms.

 

Are you making the most of gpu texture filtering to sample at least 2 or 4 pixels per texture fetch?

How many samples per pixel are you doing in the blurs?

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