SakeTami
mcflypg
mcflypg

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MXAO update :)

I did a complete overhaul of the blurring and that's the result. MXAO can be computed now at a size scale of 0.25, which means 1/16 of the pixels are computed only, this is an insane performance win! As pixel shaders run, you guessed it, per pixel, their performance hit is almost proportional to computed pixels. A size scale of 0.25 means that the AO will only take 6.25% of the performance hit of the full AO. In practice, upscaling and constant costs will add up a bit here but bottom line, MXAO can be done 5-8 times faster than on fullscreen.

MXAO update :) MXAO update :)

Comments

You need to get devs using this man. Maybe start optioning licenses to studios or something? Or offer it as a code branch to Unreal engine or something. Your MXAO is a fantastic implementation. Too many games are still using either lacking, old, ill-performant AO implementations, or in some cases, still not even making use of any at all, especially on certain platforms, etc. This could be such a hugely useful tool and visual asset for so many devs, especially those who don't want to write their own AO solution, or turn to the ancient common ones, or likewise, sometimes avoid them because of their age and problems (like cost). Hell, Frostbite, despite its modernness elsewhere, is still using their original HBAO implementation basically, which has a ton of issues, doesn't perform that well, and has severe haloing and artifacting, often. And too many people are still using like the original 2007 ssao algorithm or slight tweaks to it. Which, don't get me wrong, was great when it was invented and revolutionary, but there are so many better options now, like yours.

MittenFacedLass


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