Ambient lighting(SSAO) bringup #224
Replies: 4 comments 6 replies
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Thank you for implementing this, it looks good! Just tested briefly on a 6700 XT, 2560x1440, standing in Xardas's tower door:
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There's no free SSAO :-)
How can I go about that? I've taken a more detailed look - there are 26 threads including the original parent, 16 of those use about 10-15% of one CPU core each, the rest not much. In total 270-300 % of one CPU core = 3 threads used of the 8C/16T CPU. I've ran Here's the full list of backtraces (alsa and pipewire are audio-related): https://pastebin.com/5Yv5YLsh Seeing that the GPU usage is 60-70% and any given CPU worker uses only a small part of CPU core... can I easily decrease the number of CPU workers? I'd like to make sure it's not the thread synchronization that's limitng the performance. |
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Sysprof might me a way to go on Linux(see #188 (comment)).
Can very-well be a command recording, since there is no other activities, when in menu.
That is why I don't like working with performance... |
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Yes, that is too much. According to basemark data craw count should be around 10k for desktop.
I see only one possible root-cause for that: record didn't stop, when you click on stop, but continue up until end of runtime. Note: there is no case when Anyway, I'm looking forward to optimize call-count and then go from there |
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Since ambient lighting (SSAO in particular) is highly requested effect, I decide to start working on it.
This topic intended to negotiate performance/quality of the effect.
Current implementation is based on a directional occlusion method(https://kayru.org/articles/dssdo/), sampling done in world-space to improve quality.
Feature is optional, can be enabled in menu:
Options
->Extended configuration
->Cloud shadows
(note: test is done on GTX960, 1920x1017, window mode, no npc in the world, no lighting pass, no fog pass)
Radius 1m, 16 samples, FPS = 60
IMAO most promising one, works with ~30, when running with everything else
Radius 1m, 32 samples, FPS = 37
Radius 1m, 64 samples, FPS = 22
Radius 0.5m, 16 samples, FPS = 65
Radius 0.5m, 32 samples, FPS = 40
Radius 0.75m, 32 samples, FPS = 38.5
All together. Radius 1m, 16 samples, FPS = 35
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