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disk to disk ssao 4 iter. version

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Uploaded by on Jan 2, 2010

The same as disk to disk HLSL version (which used 30 iterations of the algorithm), but using only 4 iterations. As you can see the only differences are more noticeable artifacts, and less global occlusion. I´m still not using any jittering or blurring, to make artifacts as flagrant as possible. Using any of these or both could improve quality quite a bit.

It runs well above 150 fps (the vid framerate is lower than the actual fps), which makes it perfectly useable for games. To get source code and examples, go to:
http://www.gamedev.net/community/forums/topic.asp?whichpage=4&pagesize=25...
It is a pretty "plug and play" shader, but it´s easier to use with deferred lighting pipelines.

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Science & Technology

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Standard YouTube License

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Uploader Comments (arkano22)

  • You still workin on this?

  • @xalener well, i have some variations of it (using interleaved sampling and view space) but no, i´ve moved on to other stuff.

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  • @arkano22

    Well, I meant your whole engine, but it sounds like you are. :P

  • It still looks quite decent, worse than the one with 30 iterations but would be more suitable for games etc.

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