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sbox-public/engine/Sandbox.Engine/Scene/Components/PostProcessing
Sam Pavlovic 2e40e76235 Ambient Occlusion Optimizations (#4099)
* Use Hilbert Index instead of Blue Noise for GTAO, same as the original paper, allows us to have better quality with less work, GTAOPasses::DenoiseSpatial does two pixels for one thread

* Force Float16 for GTAO, good speedups on modern GPUs, default behaviour from reference implementation, do explicit casts to supress warnings

* More accurate MSAAUtils::GetSampleIndex  https://files.facepunch.com/sampavlovic/1b2611b1/image.psd.png

* adjustments

* reduce blending for non-edge pixels to preserve more details instead of using the raw amount at edges

* Early out here, no good way to have a non uniform size dispatch yet, should still keep 2x spatial speedup

* Remove unused comment

* update shaders
2026-04-15 15:42:04 +00:00
..
2025-11-24 09:05:18 +00:00
2025-11-24 09:05:18 +00:00