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Old 22 October 2015, 02:34   #34
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Join Date: Jun 2012
Location: Duluth, Minnesota (USA)
Age: 33
Posts: 180
Screen-space ambient occlusion is just an operation on the framebuffer using the depth buffer as a reference, so if you're doing Z-buffered 3D at all you're already doing most of the calculations you need for it. I don't see why it would be that much slower than non-SSAO rendering, aside from the general memory-bottleneck issue.

That said, yes, I'm not sure that you'd get much benefit out of it at Amiga resolutions - particular not for a raycaster-type renderer, where it'd be much simpler to just do some basic interpolation on the brightness values between the start and end columns of each sector edge.
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