View Single Post
Old 22 October 2015, 01:34   #34
commodorejohn
Shameless recidivist
commodorejohn's Avatar
 
Join Date: Jun 2012
Location: Duluth, Minnesota (USA)
Age: 32
Posts: 173
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.
commodorejohn is offline  
 
Page generated in 0.03941 seconds with 11 queries