Screen Space Reflections?

Screen Space Reflections were supposed to be in 5.2 but they got pushed to 5.3. But now they don’t seem to be in the list of 5.3 features either. Are we getting Screen Space Reflections in 5.3 or did it get pushed back again?

I think they’re planning on publishing it as a free asset store asset, but beyond that I don’t think we’ve heard much officially about the feature.

My fault, missed it off the list.
Doc now added back in to the list.

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Awesome! Glad it will be making it in.

I played around with it a bit and didn’t notice major issues. Was easy to use and integrates really well with standard shader. It’s a big step forward regarding visuals. Congrats!

Speaking of which, is that post effect reliant on any rendering features of Unity 5.3? Or were all prerequisites like per-pixel reflections added in 5.2, making it possible to use the same code on 5.2?

I just copied Effects folder to a 5.2.1f1 test project and seems to work

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For those that wanted to see how it looks like and don’t have access to the beta:

SSR ON :smile:

SSR OFF :cry:

In general, it works pretty well. There are some bugs (or I don’t know understand what some parameters do, or both). I’m fairly confident it will be solid when 5.3 releases.

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Ooh i like to see screenshot of your settings, any idea how to reduce the flickering(might be my settings tho)?

I’m one of the developers working on this feature. Can you show some examples of the bugs or tell me more about the parameters that confused you? That will help us make it perfect for everyone’s needs.

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@morgan3d

I don’t quite understand what most of the bools do.

-Improve corners (I mean, yeah, improve the corners, duh, but how? also depending on the scene I get very varying results and bugs (I see you already saw that other thread))
-Bilateral Upsample (no clue what it’s supposed to be doing, it seems to introduce artifacts (see the square looking artifacts near that left edge on the top image)



-Full Res Resolve (I’m not seeing it doing anything, I don’t know what it does)
-Trace Everywhere (same)

I submitted a bug and testcase for the bilateral upsample issue, it’s Case 733959

Here are my settings. I don’t really know what I’m doing though so… :stuck_out_tongue:
2327868--157165--Screen Shot 2015-10-06 at 23.10.08.png

https://docs.google.com/document/d/1l_3Rtle7oaH5YGZ3uYy0HXfrFlDMSb2GhPuH7O9bKjE/

A lot of it described here.

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Cheers Zuntatos. I had read that document back in the 5.2 beta, but I somehow missed it this time. Things are a bit clearer now.

Ok, let me know if you have more questions I can answer after reading that!

@AcidArrow What kind of performance impact do you get with those settings?

I decided to test out the beta yesterday to try SSR. For the scene I was testing in the framerate went from 60fps to 30fps with SSR on with what I felt were satisfactory settings.

I looked through the Google Doc and tried the performance settings and then the performance impact wasn’t that big, but it looked like ass so it wasn’t something I would ever use in that state. :stuck_out_tongue:

The biggest performance impact seems to come from the “Half resolution” setting, but I can’t imagine using SSR with that on.

That may just be how expensive “good looking” SSR is, but it made it unusable for me. I haven’t really tested it before. I tried Kode80’s open source asset as a comparison, but it was completely broken for me.

Another setting I really had a problem with was “Expected wall thickness meters”. The scene I was testing with was an arch viz scene and to get things like door handles and the stove top to reflect properly I had to set this setting to 0.01, but then everything else in the scene - the floor, the walls looked wrong. They looked best with the default 0.5, but setting it to that made thin details like door handles and the stove top reflect 2-3-4 times.

I was just quickly testing in a poorly made, WIP scene in 2560x1600 resolution so it may not have been optimal test conditions, but these were my initial impressions at least. I may test it again in a more fitting scene closer to release. I don’t really have that much time for Unity these days.

@TwiiK I don’t recall actually. I was on a 2012 Mac Mini so I wasn’t expecting great performance. But I believe it added something like 3ms (but on a non maximised editor window, and I’m guessing performance worsens a lot with more pixels).

I’ll assess performance more seriously and on a more decent machine on a later date, when a few of the bugs are fixed as well. I mean, half resolution looked pretty bad, but bilateral upsample is supposed to mitigate that, but bilateral upsample was buggy for me, so finding a good quality/performance ratio is kind of impossible right now.

Will this SSR in unity work on mobil too?

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