Screenshot Thread
- GroinShooter
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- Ryuken
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- Elimina
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- GroinShooter

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- Elimina
GroinShooter wrote: Why don't you downsample? Your shots are wonderful and would hugely benefit with the use of downsampling
I don't know

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- SunBroDave
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- Ryuken
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- keksimus


and a Smite test shot (shame that you can get banned for using reshade/sweetfx, would've been nice to see some DoF or ambient light)

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- Marty McFly
#pcmasterrace
GTASA without AO, GTX 970: 90-110 fps
GTASA without AO, GT 920: 50-70 fps
old implementation: 64 samples, GTX 970: 50-60 fps
old implementation: 150 samples, GT 920: 5-8 fps
new implementation: 64 samples: GTX 970: 85-100 fps
new implementation: 150 samples: GT 920: 45-55 fps
Incredible, right? And this in fullscreen with fairly high sample count and radius. Before, I could kill my GTX 970 with the AO shader, now I cannot force-drop the fps below 70, even with 255 samples and screen-size big radius. This is no hoax, as you can see in the video where I used a radius twice as big as Nvidia HBAO+ has and 72 samples (3x HBAO+ very high) with less fps impact. Not to forget that HBAO+ is only AO while this calculates Indirect Lighting along the way which at least doubles the GPU load. Using a special dither texture (took me half an hour to write down a 16x16 bayer matrix), the resulting pattern needs less blur steps in the bilateral postblur than the noisy result of usual pseudo-random generators.
Even if that's not enough, the user can render the AO/IL in half screen resolution to reduce the number of processed pixels by three quarters. Then the implementation runs with unnoticeable fps impact at any setting.
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- SunBroDave
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- Ryuken
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- Ryuken
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- Rone
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- Yarost
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- JoPineapples68
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- Genrix
This more close to real.

Omg, can`t wait for release!Marty McFly wrote: #60fps
#pcmasterrace
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- Tze088
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- Elimina
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- Ryuken
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- Yaruosu
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