I mean, of course you can have it, but is it possible to have it without destroying the performance?
I would like to add it as a very subtle effect, low resolution would be ok, but it should be blazing fast and keep the rendering in a single pass.
Is this even possible?
Best thing to do is to bake it! Then it doesn’t cost much performance.
Otherwise if the other graphics aren’t too demanding you can use real time AO, just try and find out the performance you get.
Yes… forgot to mention: I don’t want to bake lights.
The problem is they require a huge amount of rendering time, and then… a huge amount of memory.
I’m publishing for Quest and I don’t want the player to wait for minutes and minutes to load each map, and I also want the app to be small.
So yes: I’m looking for a real time solution.
I would like to know if anyone has experience with this.
Are the maps premade or made in realtime? For the quest 1 realtime AO will be expensive
What do you mean with “premade or realtime”?
I won’t bake any lightmaps. I have already made some tests, and tried builds with 10 times the polys I need, so for my needs I’m ok.
The final feature that is in “maybe” status is AO, because I know this will be one of the most expensive things in my render pipeline.
Just copying the depth buffer from tile memory to main memory, which is the first step no matter how simple your SSAO algorithm is going to be, is quite expensive already for tile-based mobile GPUs.
Mobile VR’s high resolution and double viewport makes any sort of full-screen postprocessing super expensive for that reason, so you should look into alternatives like lightmaps, vertex baking, and other ways to fake the effect directly in your assets.
Ye I guess it’s too early to ask for real time AO filters… I went for a trivial solution to add AO to my maps without the use of Unity’s lighting baker.
Maybe the The Bakery if you’re fully against Unity’s light baker?
Still don’t see why baking the AO is a bad idea
Unity solution is problematic. It has always been, and it still is. Big mesh with no UV, you tick to generate UV, it gets stuck, because the mesh is complex.
And time. A lot of time. I have no time to waste. Things must work.
Bakery: I have it but I don’t know if it blends well with real time lighting. I also need real time lighting and shadows. Does Unity real time lighting then blend with Bakery’s generated environment?
I don’t know, currently use it in a VR title without realtime lighting.
If you have it just try it
No, thanks but no, I can’t live without real-time shadows