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Examples: Prettified webgpu_postprocessing_ssr example.
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98170ef
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I'm afraid this line noticeably decreases the performance on my 5K screen (FPS goes down from 60 to 26). In most cases, running SSR in half resolution is an optimal compromise between performance and quality. That's why the default is
0.5
. Otherwise ray marching with that many pixels is computational too expensive. At least with the current implementation.98170ef
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But then
smaa
doesn't work on the reflection pixels 🤔98170ef
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Um, probably because the reflections becomes to coarse.
It's just my personal subjective preference but I would like to see the examples actually hitting 60 FPS. A demo that runs at 25 FPS isn't a good showcase for any real interactive experience like a game.
How does the current SSR example on dev run on your devices? Maybe it's just my selection of devices that perform poorly. The mac Mini with a M2 Pro renders at 25 FPS and a Pixel 8a runs at 22 FPS. Transforming the camera does not feel well with this low framerate.
98170ef
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Hmm yeah...
On the MacBook (M1 Pro) goes from 120 to 66.
On the Pixel 9 goes from 120 to 35.
Lets try disabling devicePixelRatio for this case.
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