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Compute SSAO at half resolution by default #49738
Compute SSAO at half resolution by default #49738
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Personally, I think this is a bad idea. there is quite a visible downgrade, and if you don't have a GPU to run them properly, you probably don't have a GPU to run them well anyhow, and it'd make more sense to just have GI and SSAO off by default. (and I'm not some rich boy that has an RTX 3090 or RX 6900 XT or anything modern, but like a nearly decade old card equivalent to a 2 gig GTX 650) |
Which screen resolution are you using? In 1440p (a resolution increasingly common among gamers), computing GI/SSAO at half resolution means computing it in 720p, which isn't too bad. It's common for other game engines to compute this kind of effect at half resolution by default, leaving full resolution as a high-end option only. Also, keep in mind that the visual difference becomes less and less noticeable as you add textures and complex materials to your scene. |
1080p, which is also the more common resolution (if not lower, like 720p) by anyone running such crappy hardware to warrent this (by todays standards, and even the standards of Pre RTX era) The Way I see it: and yes, while adding Textures and materials makes the effects slightly less visible, it's still quite visible, and adds an effect that kind of feels like every mesh was cut out and then pasted on to the frame. |
Ok I've done some further testing and the issue with half res SSAO/GI giving a terrible visual downgrade is actually only really clearly visible without FXAA & Debanding (why Debanding seems to help a little I have no idea, really it shouldn't afaik) on, when running on a 1080p display... so I'd say half res is ok when running above 1080p resolution, or running 1080p with some AA settings turned on, and it does have an increasingly large performance improvement when going up with resolution relative to observable quality loss. |
This provides a significant speedup for a small quality loss. The quality loss is generally more noticeable during a project's early stages of development (e.g. in level blockouts) than it is in a finished project.
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We discussed this in a PR meeting last week. We decided that using half resolution by default for SSAO is a good idea, but it won't look good enough for GI at low resolutions. GI performance was already improved significantly by #54677 and #57707, so it's less important to render GI at half resolution to improve performance now. I amended this pull request to only compute SSAO at half resolution by default. |
Thanks! |
Follow-up to #49736 (can be merged independently).
This provides a significant speedup for a small quality loss.
The quality loss is generally more noticeable during a project's early stages of development (e.g. in level blockouts) than it is in a finished project.
Some added rationale: