optimizing screen space ambient occlusion

shuipi

Newcomer
I know most of the implementations are using quarter screen sized depth buffer as the ssao shader input to help with texture fetch. But after I tried that the performance is still not good enough. So I tried using quarter screen sized render target for the ssao shader, and also the blur shader later on. However this optimization does cause visual artifacts, most noticably the flickering when the camera moves. So I don't know if other games(especially console games) are doing this. From the Crysis editor I could tell it's using quarter screen sized depth buffer but full screen sized render target, but since it's PC-only, I don't know if full screen sized render target is even possible on consoles?
 
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