Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Yeah, I’m also working on improving performance and quality of the blur. A lot of passes look really smooth, but you loose edge details and get bleeding(not even talking about performance). The blur that is on my build handles edges a lot better, and I’m gonna convert it to a compute shader so I can use shared memory. Should be a really nice speedup
EDIT: Think I should put a list of console parameters, there a few of them