We’re currently using screen space reflections in a project that delivers at the end of this month. Unfortunately though, the image quality of the job is seriously compromised by buzzing noise in the SSR pass, particularly on the edges of geometry. I’ve tried every setting I can find in the PP volume, and not made any headway. To make things worse, the job is going to be delivered for Oculus Rift, which means no temporal AA.
We’re currently running K4000 GPUs, so if its related to that, it’d be good to know.
I’d like to show an example of what is happening, but the project is currently NDA’d to the eyeballs, and I can’t replicate the bug without revealing a large part of the project.
You could have a look at the source to see the influence of the SSR quality value and then just manually raise some values beyond what is allowed in the editor.
If that’s not enough and you have performance to spare, a quick fix could be to force supersampling in your graphics driver.
I’ll give that a go, thanks.
Ah good, I was hoping supersampling would be an option. We probably don’t have much performance to spare on our development machines, but our presentation machine should be running a Titan.
I’m getting more SSRR noise ever since the 4.1 update.
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