I’ve added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren’t re-computed because they are stored in an auxiliar buffer to be reprojected.
When camera moves slowly or it’s stopped the FPS reaches to infinite and beyond… :p
Hi, I think there is a technique that is similar to what you are doing. See Accumulative Screen Space Ambient Occlusion (ASSAO)
Thanks, I’ve been seen that. But I use the re-projection cache only in order to avoid duplicate pixel shader calculations between frames. Anyway… It’s a nice technique.