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TOPIC: HBAO performance

HBAO performance 1 year 9 months ago #1

  • aufkrawall
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Hello,
the performance impact of HBAO is very high even with just 7 samples and ReShade gives these warnings:

Could the performance please be improved? I like the look of this HBAO a lot.
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HBAO performance 1 year 9 months ago #2

  • Marty McFly
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That's what I like: different compiler warnings on different targets. That is the first I've seen of these warnings. However HBAO is nvidia reference implementation afaik and I suppose they did all possible optimizations. Sadly HBAO needs branching so it's uber slow. I posted some screenshots of my AO shader, it looks better and is way, WAY faster than HBAO.
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HBAO performance 1 year 9 months ago #3

  • aufkrawall
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What is your AO shader? :)
From the shaders that come with the framework, I'd pick the "simple" SSAO with maximum blur and a range of 50, as it works with a good performance with just 16 samples and it doesn't have any visual problems like shimmering between fine structures.
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HBAO performance 1 year 9 months ago #4

  • Marty McFly
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Well my shader isn't integrated yet as I'm still working on it. But I posted some screenshots recently in the screenshots thread and on my Facebook page.
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HBAO performance 1 year 9 months ago #5

  • aufkrawall
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Looking forward to it. :)

I'm still amazed by the SSAO, it looks incredible good in Crysis 1:



Values used:
//
///**AMBIENTOCCLUSION**///
//
////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.

//>Global Parameters<\\
#define AO_METHOD 1 //[1:6] //-No description given
#define AO_TEXSCALE 1.00 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.5 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 10 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.

//>Global Parameters<\\
#define AO_FADE_END 0.45 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RFX_ToggleKey //[undef] //-

//>SSAO Settings<\\
#define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 150.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
#define fSSAODarkeningAmount 1.1 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 0.1 //[0.0:5.0] //-Amount of SSAO edge brightening

//
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HBAO performance 1 year 9 months ago #6

  • aufkrawall
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Experienced a bit further.

Crysis:
off:


Crytek SSAO:


ReShade SSAO:


Battlefield 4:
off:


ReShade SSAO:


A bit more subtle, very little artifacting in motion.
Settings:
Warning: Spoiler! [ Click to expand ]
Last Edit: 1 year 9 months ago by aufkrawall.
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