PBR vs SSR?

Would or could the new Unity 5 PBR be a replacement for SSRR? Would it be redundant to have both? Basically which is going to give better eye candy vs performance if a gamer only had to choose one.

Okay, admittedly I’m not very familiar with the two effects. Was wondering if as a developer it’s worth implementing both.

Thanks in advance…

What is SSR?

screen space ray-traced reflection, wait SSRR

In 5.3 Unity will be rolling out their own SSR implementation. Meanwhile I can only recommend http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/index.html for now, as there currently isn’t much point in paying for it.

PBR is a different thing, that is Physically Based Rendering and it relies on the presence of reflections via reflection probes (often in addition to) SSR. It’s not one or the other or a replacement.

PBR isn’t an effect. I suggest you read a whole lot more about it.

Thanks for the link, had planned on reading more. The madness sale is ending in a couple days and didn’t know if i should grab Candela SSRR while it was cheap or not. But my game is nowhere near ready for it.

Thanks again

I don’t recommend buying Candela SSRR.

@hippocoder
mmh I am very interested to understood.
Please could you elaborate?

He probably means because Unity is getting an inbuild SSR solution soon.

Really, only for this?

Is planned for 5.3, then for december… more than 3 months.