Hello all, this is my first time posting on this forum so i'm hoping that this will be a good experience for me. As of right now I'm working on a Tiled Deferred Shading Pipeline with PBR(simplified version of Disney PBR in the same vein as unreal engine 4), and am having difficulty getting proper results. I have gone through dozens of implementations, and even source code, from Disney and Ready At Dawn implementations, and have still not been able to gain the proper look. As of right now my implementation suffers from heavy light artifacts, banding, and specular highlight shearing, and also just overall looking wrong.
Implementation Details:
I am currently using a GBuffer With this layout
Diffuse Albedo( based on metallic) and ambient occlusion(from prebaked occlusion map) in an RGBA8
Specular Albedo ( lerp from F0 of 0.04 to Base Color based on metallic property) in an RGBA8
World Space Normal and Roughness in an RGBA8 ( I also tried an RGBA16 and multiple encoding methods to see if that was the issue I was having, but there weren't any changes)
In my compute shader I do the regular tiled shading approach, currently only with point lights, and my output results seem bland.
I will attach pictures showing the issue , source code if necessary, and will add more details to help me solve this issue. Thank you all in advanced.