Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improve render-pass based SSAO #6658

Open
3 of 7 tasks
mvaligursky opened this issue Jun 4, 2024 · 0 comments
Open
3 of 7 tasks

Improve render-pass based SSAO #6658

mvaligursky opened this issue Jun 4, 2024 · 0 comments
Assignees
Labels
area: graphics Graphics related issue enhancement performance Relating to load times or frame rate

Comments

@mvaligursky
Copy link
Contributor

mvaligursky commented Jun 4, 2024

initial implementation: #6657

possible improvements:

  • currently the SSAO depends on the depth-prepass. This could be optional and depth-drab pass can be used instead to obtain the depth.
  • when the SSAO uses the depth-pass, it runs before the main forward passes of the scene. This allows us to implement Screen space ambient occlusion should only affect indirect light #4844 properly.
  • when SSAO is used together with TAA, randomize sampling using TAA's random values, to allow smaller number of SSAO samples to be used, and depending on TAA instaed of resolve them over few frames Per frame randomized SSAO sampling & debug mode in composite pass #7139
  • improve the shaders to use half precision to gain some performance.
  • consider downscaling the depth buffer before the SSAO runs, or at least generate mipmaps from it. The SSAO shader we use allows sampling using mipmaps, to allow better quality larger size filter.
  • if the center sample of ssao is on the far plane (or past some user configured distance), skipped the whole ray-marching part, assuming the skydome does not need AO.
  • generate linear depth buffer before SSAO / depth-blur to improve performance. Depth prepass generates linear depth #7119
@mvaligursky mvaligursky added area: graphics Graphics related issue enhancement labels Jun 4, 2024
@mvaligursky mvaligursky self-assigned this Jun 4, 2024
@mvaligursky mvaligursky added the performance Relating to load times or frame rate label Nov 18, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: graphics Graphics related issue enhancement performance Relating to load times or frame rate
Projects
None yet
Development

No branches or pull requests

1 participant