   SSAO random vector texture generation
  Hi All,    I am working on converting our existing ssao system to a similar approach taken in shaderx7 in the crysis example.  My questions are, how to generate a reliably "good" set of vectors in the 4x4 texture space.  Also, do you keep generating new random sets, or pick one that looks good and hardcode it in to the shader?Also, has any one tried larger random vector spaces, like 8x8 or even bigger, and if so how much of a performance hit was it?Thanks,    JSlice   
  Just sit, generate a 10-20 random maps, and test them with SSAO. There must be no noticeable patterns when a texture is repeated across the screen. Leave one that looks best and hardcode it into your engine.As for size, I used 4x4 only.   ;  From my experince, good rotation texture will actually give you pattern, before bluring it will look a bit strange, but it's easier to blur it than regular "doted noise". Some self quote:Quote: The key is that your vectors should not be completely random. Imagine a sphere, half of your vector should be in one hemisphere and half in other. Than for first line of 4 pixel for you rotation texture you take 4 vectors from one hemishpere, than four from other hemisphere for next line and so on. Results would look not that nice as high frequency noise, it will have a look of a repitable pattern, but it's much easier to blur it. I'm using 8 samples box filter with half a pixel adjusted lenght, this is enought to blur it.Check this post as well:http://www.gamedev.net/community/forums/viewreply.asp?ID=3427728You can make it bigger than 4x4, never tryed it as made texture manually.   ;  Thanks for the replies, looks like I'm going to "prebake" some 4x4s and see how each of them look.   