This sample demonstrates how a large, sparse and jittered post-processing filter (here a SSAO pass with a 4x4 random texture) can be made more cache-efficient by using a Deinterleaved Texturing approach.
First, the input full-resolution texture is restructured into an array of 16 quarter-resolution textures. Second, the filter is rendered using 16 separate quarter-resolution passes sourcing one quarter-resolution texture per pass.
For more information, see the Deinterleaved Texturing whitepaper linked below.
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