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Pixel samples.

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I have ported SSAO from Nvidia’s DeinterleavedTexturing example.

In this example SSAO is generated for each pixel’s sample.

I can see quality improvements in SSAO from 1 sample to 4 samples. And it worth it.

But for 8 samples, performance is very poor. Also I can’t see quality improvements on an image.

So I want to reduce SSAO to max 4 samples, even GBuffer is 8-sampled.

The only thing to understand is: how map 8-sampled pixel to 4-sampled, and 2-sampled?

 

Question 1: which samples from 8-sampled GBuffer should I take to get best image?

Should I take {0,1,2,3}/{0,1} or {0,2,4,6}/{0,4} samples, or some other order?

(I would like to avoid picking samples from only one half of a pixel)

 

Question 2: the sample mapping order between Intel, AMD, and NVidia is the same?

 

Question 3: for vendor-specific “quality” modes like CSAA, would this mapping be the same or I should implement for each vendor different algorithm of samples picking?

 

Question 4: (I don’t have access to new Intel hardware): does Intel has something like CSAA or just plain MSAA?

In other words, does Intel use DXGI_SAMPLE_DESC::Quality at all?

 

Thanks in advance!

Edited by Happy SDE

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