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Make SSR not grainy but actually diffused

So I have a big problem with the current implementation of SSR. I love that it is affected by the roughness of surfaces, but the whole grainy look is not cutting it for me. Precomputed reflections look great in terms of how they are blurred/diffused on rough surfaces, and I want to see SSR given the same treatment.

Bumping this thread, because I feel like it is a very important topic that needs to be addressed. The whole grainy look of SSR just isn’t realistic and doesn’t sell the reflection, where a diffused (read: blurred) one does.

I agree but SSRR is simply extremely limited.

Perhaps try: 3D Modeling & Texturing: [Unreal Engine 4] Improving Screen Space Reflections