XaiJu
Boris Vorontsov
Boris Vorontsov

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VR Ambient occlusion

One of ENBSeries features people like are ambient occlusion and indirect lighting, which mostly differ from such effects in games and few last years started to compute effects in same way i do it. But VR require very high performance at high resolution (especially with supersampling) and quality must be very good also for both eyes. My current implementation can't be optimized any more, it's already very fast for such effect and i need somehow made this effect in less than 1 millisecond on GTX1060, because even if it's 1000 fps as pure effect, in the game at 90 fps it will drop frame rate to 82, which means for VR drops to 45 (kinda vsync). With existing algorithm i have around 4-5 ms totally for all precomputations, effect itself and filtering at good enough quality for VR. Voxels based ambient occlusion have low noise and suitable for VR, but it's very low precision and can't make characters look good. So, last weeks i'm trying to invent new ambient occlusion algorithm which suits VR by all means. Hope it will not take me entire summer, i want to have a rest too.


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