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.
MittenFacedLass
2017-11-23 01:00:18 +0000 UTC