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Screen Space Ambient Occlusion #515
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yvt
commented
Jan 1, 2017
I see that there is some more translatable text introduced by this feature in the GUI. |
@damienflament usually someone will run After 1 If you haven't already, clone your fork Note: You can't translate the strings yet, as EDIT: I do not recommend to sync using GitHub interface |
EDIT: Everything was fixed already (See also #516) |
@damienflament it's possible to update your translations already ;) |
I'm on it ! |
You can do neat things like deferred screen space directional occlusion if you give it some gbuffers. So either the "depth-only prepass" needs to also render normals + other info to gbuffers in the same pass, or you can switch up the order of things. If you do render that information in the prepass, then you can go full deferred lighting and do the sun + ambient in a single fullscreen quad, and the dlights in bounding volumes or more advanced techniques like tiled deferred. Should save a bunch of draw calls, but the amount of memory bandwidth required might go up. It really depends on weather the game is draw call bound or not. |