I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. Mostly to cast volumetric shadows with spot lights.
@froyok Do you have access to the zbuffer when you do it? Maybe you can do it like msaa and only do full res at edges maybe? Not sure what the best way to to get coherency though…
This only works if edges are the problem though. Upscaling and noise doesn’t play well together sometimes.
@froyok Ah I was thinking that when you do say half res you could check 4 pixels in zbuffer to see if they are close enough for half res. Otherwise put that pixel id in a buffer. Do you have atomics? Then a second pass does full res for things in buffer. I mean you could redo edge-pixels during upsampling to see if that solves quality first bur sounds slow.
Somewhat like manual msaa.