Comments (4)
Hi, thanks for reporting! I didn't know about this. Might be because of reduced precision (16-bit) of the linear depth buffer. SSAO needs other quality and perf improvements too, maybe a complete rewrite.
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It is fixed now
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Thanks, I tried it out and it seems pretty good now up to far plane = 5k. After that it becomes stripy like this:
I appreciate I'm adjusting WE to allow more than 5k on the far plane - so if that's the intended limit then fine! 😃
Edit: you can start to see this effect mildly at around 4k.
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Thanks again for testing, this is now a depth buffer precision problem. It won't be fixed, because for most cases, 16-bit linear depth buffer is enough and much better for performance. If you want such a large draw distance, you can fix it with changing one line (wiRenderer.h, line 19):
static const wiGraphics::FORMAT RTFormat_lineardepth = wiGraphics::FORMAT_R16_UNORM;
change to this:
static const wiGraphics::FORMAT RTFormat_lineardepth = wiGraphics::FORMAT_R32_FLOAT;
(You will have to rebuild after this change)
Now the 16-bit precision works well up to ~10 000 units view distance
I just pushed an other quick fix for ssao too.
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