I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. Mostly to cast volumetric shadows with spot lights.
I render them at half resolution to save a bit on performance and keep it cheap. However I'm struggling to find a good upscale algorithm. Bilateral weights based on the differences on the depth buffer isn't enough.
I'm not sure what I could do better, without temporal anti-aliasing. I'm open to suggestions ☺️
@froyok what about variable rate compute shader dispatch? https://youtu.be/mvCoqCic3nE
Variable-Rate Compute Shaders in DOOM: The Dark Ages

YouTube
@WaitForPresent Not doable with the framework I'm working with I believe, plus I'm sticking to OpenGL currently. Or I would need to emulate it myself in compute.
@froyok not sure what you are referring to, VRCS only really needs glDispatchComputeIndirect. It is not an api level feature.
@WaitForPresent Not sure it's exposed in my framework, but I will check that out. Thanks for the clarification!