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Fix: Reduction of SSAO Cost (Especially on Mac) [MTT-4558] #753
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…ng to test on Mac!
# Conflicts: # ProjectSettings/QualitySettings.asset--merged with rider
SamuelBellomo
previously approved these changes
Sep 29, 2022
fernando-cortez
approved these changes
Sep 29, 2022
SamuelBellomo
approved these changes
Sep 29, 2022
SamuelBellomo
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Oct 13, 2022
* develop: (60 commits) fix: removing FindObjectOfType for a serialized reference (#754) fix: can click through loading screen [MTT-4753] (#760) Update CHANGELOG.md (#765) feat: Architecture.md update (MTT-2637) (#763) Update README.md (#759) Updating utilities package for release (#764) Version bumps (#761) Updating broken PR links (shouldn't be linked to jira) and changelog fixes (#758) adding components refs to index (#757) Adding link to feedback form at the top (#756) chore: adding details to changelog (#746) Updating readme with Typeform for feedback (#755) made arrow trails smaller (#750) Fixed up some layer settings on some archer VFX so that they show up properly! (#739) fix: lobby UI unblocking before it should [MTT-4579] (#748) feat: PubSub improvement: ISubscriber unsub [MTT-2765] (#612) Fix: Reduction of SSAO Cost (Especially on Mac) [MTT-4558] (#753) fix: Moving utp to component instead of child GameObject (#752) Adding TOC and index to readme [MTT-4617] (#736) Feat: Char Portrait Mouse Hover Feedback [MTT-4754] (#751) ... # Conflicts: # Assets/Prefabs/NetworkingManager.prefab
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Blocker for a release and needs to be merged ASAP
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Description
Made our SSAO settings a lot more conservative to improve performance, especially on Mac. The main offenders were a high radius (how spread out the AO was, and therefore how many pixels on the screen were affected by AO), sample counts, and the source (changing it to just sample the depth texture vs depth texture and normals)
According to XCode Frame Capture, the cost of SSAO went from ~15ms to 1.85ms (which are not exact numbers because of overhead, but still!)
This did visually change how our game looks (the AO is a lot less intense) so I also adjusted our post processing in the BossRoom scene to have a stronger vignette to bring some darkness back to the game :)
Issue Number(s)
I'll include this as part of [MTT-4558]!
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