








Is anyone else as infatuated with Boris' SSIL shader as I am? Some of these scenes have a VERY convincing Global Illumination effect to them. It's a shame that the shader is limited to screen-space. These settings that I've dialed in look great in still frames but the IL just moves around too much in-game for such a high sampling radius. I wonder if it'd be possible to render the scene with a high fov, calculate SSIL, and then scale the SSIL result to fit over the same exact scene rendered at a lower fov. That way lighting calculates a little bit past the boundaries of the rendering window.
I also noticed that SSIL samples are arranged in a sub-cardinal orientation resembling a star like this:
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-|-
/|\
Perhaps, Boris, you may want to consider doing a more randomized and jittered lookup. I'm also wondering why the SSAO depth difference calculation extends so deeply in the z-axis, presuming that any one object is much 'deeper' than it is. It creates a 'dark halo' around the player, for example. If the maximum compare delta was set to a smaller value it might help this artifact. Perhaps you have it set this way for a reason.
It's just a few thought's I've had. That being said, I can't express how much I've enjoyed your work! Every subtle improvement that you've made makes me swoon at my screen. You are a genius, thank you so much for improving such a great game so very much!