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Feature Request SSR PBR Accumulation Half resolution tracer and denoising.

Discussion in 'High Definition Render Pipeline' started by AydinDeveloper, Mar 10, 2022.

  1. AydinDeveloper

    AydinDeveloper

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    HDRP's SSR is still very bad. PBR accumulation can only be used on static images such as screenshots. There is no denoising like the EA Stochastic SSR. Just like path tracing accumulation, the previous frame and the current frame lerp and speed recovery... the latest settings are useless. Just more speed rejection.

    It might be good to use the RTR denoise shader for SSR.

    Except for Denoise, SSR performance is very poor at high resolution.
    I added Half resolution SSR to my local package.

    4K 128 sample

    Full resulotion SSR
    upload_2022-3-10_20-4-21.png

    Half resulotion SSR
    upload_2022-3-10_19-59-50.png


    PBR SSR is basically the best ssr I've ever seen. but it prevents the use of performance and noise.

    Half resolution trace PBR SSR + denoise + Upscale (like TAAU) = Best ssr.
     
    Last edited: Mar 12, 2022
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  2. AydinDeveloper

    AydinDeveloper

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    Ray tracing reflection is in mixed mode. When I "nothing" the raytracing layers. I got the result I wanted with SSR and RTR denoise shader. It is affected by SSR Accumulation Skyreflection and looks brighter. The RTR Raymarch is excellent. I increased the deposition factor so that the reflection denoise shader produces a result closer to PBR accumulation.

     
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  3. blueivy

    blueivy

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    Would this technique work on non ray tracing capable GPUs as well?
     
  4. AydinDeveloper

    AydinDeveloper

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    I do not think so. because mixed mode basically continues to ray trace. I just turn off the layers so that only ssr does not work. but still the offscreen reflection is calculated by ray trace.
     
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  5. blueivy

    blueivy

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    Thanks for the quick reply. Also I've been looking at your fix for half res SSGI in another thread. Are you aware if Unity implemented your half res fix in the current implementation? Or will the change still need to be made manually?
     
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  6. AydinDeveloper

    AydinDeveloper

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    Yeah. I haven't looked at LTS. I know it's implemented in alpha.

    https://github.com/Unity-Technologies/Graphics/pull/6903/files
     
    Last edited: Apr 15, 2022
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  7. blueivy

    blueivy

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  8. AydinDeveloper

    AydinDeveloper

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  9. Deleted User

    Deleted User

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    Hey!! How did u set it to half resolution???
     
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  10. AydinDeveloper

    AydinDeveloper

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    I made a lot of changes in HDRP code and ssr shader. performance was good but there were artifacts in the accumulation and terrible denoise...
     
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