i disabled the blurring and got the same results, reducing SSAO iterations by half halved both the usual and the spike times, so i think it's the loop in the ssao shader. does anyone know any reasons why a shader with no early outs or short paths can need such substantially different amounts of time?
when falling onto and hitting a cuboid, i get this:
i disabled the blurring and got the same results, reducing SSAO iterations by half halved both the usual and the spike times, so i think it's the loop in the ssao shader. does anyone know any reasons why a shader with no early outs or short paths can need such substantially different amounts of time?