With TAA off, if you move around a map the new SSAO pass intensity changes significantly, almost like a flickering effect.
Setting r_useNewSsaoPass = 0 stops this from happening. Interestingly, if you then switch back to r_useNewSsaoPass = 1 without restarting, then the flickering does not reappear. It seems there is an initialization problem at startup with the combo of r_useNewSsaoPass = 1 and r_antiAliasing = 0.
Issue: rpWindowCoord is not being initialized before the Ambient Lighting IBL shaders are called withinDrawSingleInteraction() via AmbientPass() and DrawInteractions().
With TAA off, if you move around a map the new SSAO pass intensity changes significantly, almost like a flickering effect.
Setting
r_useNewSsaoPass = 0
stops this from happening. Interestingly, if you then switch back tor_useNewSsaoPass = 1
without restarting, then the flickering does not reappear. It seems there is an initialization problem at startup with the combo ofr_useNewSsaoPass = 1
andr_antiAliasing = 0
.Issue:
rpWindowCoord
is not being initialized before the Ambient Lighting IBL shaders are called withinDrawSingleInteraction()
viaAmbientPass()
andDrawInteractions()
.