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Noise Recalculation for Ambient Occlusion

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I have written a shader to successfully do ambient occlusion in XNA and it has given me this result: https://gyazo.com/0bf260d8cdf9853a93440ca1a645eed7


The ambient occlusion here is not very intense and that is intentional. My question is should I recalculate my noise map every frame for the more "random" feel of indirect lighting? Or should I just use one static noise map like I currently am. Instead of even recalculating a noise map every time I could just create a coordinate offset every time for the sampling, I guess that's an option. Does anyone here have an opinion or some knowledge if this is commonly done? Or should I leave my shader as is?

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