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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
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.
The text was updated successfully, but these errors were encountered:
initial implementation: #6657
possible improvements:
The text was updated successfully, but these errors were encountered: