Has anybody been able to use Intel’s ASSAO implementation with XNA/MonoGame?
I’m trying to replace my current SSAO implementation. Intel ASSAO seems to be very flexible, but I’m having a hard time even understanding what the C++ part is doing (haven’t touched C++ in 7 years and DX11 has never been my friend)
I’m using a heavily modified kosmonaut’s engine, which is deferred, so normal and screen depth (linear) are available. Unfortunately I don’t know enough to roll my own SSAO and I’m short on time, so porting or “vampirizing” current SSAOs are my only option. Do you know of anything like this as an alternative to that intel SSAO?
I’m using the SSAO which was on cosmonaut engine, but the time impact is huge (talking like 4ms @ 1920x1080 on 1050Ti, and that’s 33% of the total render time) so I’m looking at something scalable and faster. I’m not happy with the results either. That ASSAO is faster and looks better, at least in my rig.
Another thing I don’t understand is why in some scenes the time that SSAO takes is higher, as it should be approximately constant, but varies ~20-30% depending on scene. Maybe it’s the nvidia nsight doing stupid things though.
I’ve been the whole morning having a look and trying to understand the intel ASSAO. I understand most of it but there are some things I can’t figure at all (definitely not created for newbies to modify and port). I’ll spend some hours more but I doubt I’ll be able to port it to MonoGame (I hate porting things I don’t fully understand). At least this experience will make me enjoy even more C# coding. I can’t believe I lived with that C++/DX crap for 15 years
I have some doubts about the gl_ssao and my project. It’s hard to compare because I’ve not been able to compile it yet, but looking at numbers (considering quadro M6000 is twice as powerful as my 1050Ti) the amount of time spend with 1080p seems about the same as the intel assao.
Yes, quality is a lot better (no arguing about it), but I’m more concerned about speed than quality (that’s why intel assao is so attractive, it has several profiles to choose from).
Best choice would be allowing to choose between both, that would be twice the work in a field I’m not confortable at though : (
I don’t know what decission I’ll take yet (porting one or the other, or keeping the actual one with another downscale of resolution) but I’m not in a hurry, so I’ll move to another issue for a while and tackle the ssao later.
If you port the gl_ssao at the end and feel like sharing it’d be great