This demonstrates how viewport overscan can be used to improve screen-space effect consistency at a GPU performance cost. This affects any screen-space effect, but the ones where the difference is most notable is SSAO, SSIL and SSR.
Overscan values that provide the best performance/quality ratio are between 1.04 and 1.08 depending on the scene and effect intensity.
Note that this project does not support viewport resizing yet; it will always remain at its default resolution of 1280×720. Due to sub-pixel precision errors, the image may also appear to be slightly less sharp when overscanned (a more polished implementation could likely avoid this).
In general, overscan is quite expensive, especially at higher resolutions. Therefore, it is only recommended on high-end dedicated GPUs or for offline rendering.
Before (0% overscan) | After (8% overscan per side) |
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Before (0% overscan) | After (8% overscan per side) |
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Before (0% overscan) | After (5% overscan per side) | After (8% overscan per side) |
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- Space: Play/pause camera animation
Copyright © 2022 Hugo Locurcio and contributors
Unless otherwise specified, files in this repository are licensed under the MIT license. See LICENSE.md for more information.
zdm2.obj
is from game-maps-obj and is licensed under CC BY 4.0.