Skip to main content
GameDev.net gamedev.net
๐Ÿ”’ Locked

Screen Space Reflections Ray March Step Size

Started by Quat Jun 18, 2013 at 5:05 PM 0 replies 1.7k views
Original Post
Quat
Quat

When I compute the reflected ray in view space (by reconstructing the view space position from the depth map and sampling the normal map), I need to march along that ray and test againt the depth buffer. My question is, what should be the ray march step size in view space? Would it basically be MaxNumSamples / FrustumLength? That seems like a pretty big step unless there are a lot of samples.

-----Quat
ATEFred
ATEFred

Could you maybe downsample depth, and do just a couple steps to hit that and get a conservative distance to occluders for your ray, and then start at that point against full res depth buffer for the actual ray marching?

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.