BlindSide wrote:I don't wanna admit it but it might be related to the how I'm calculating/storing the depth buffer. I've got to take a look at this sometime and see what's causing all the fuss.
Actually if you read the GameDev.net thread on SSAO (It's in the Image of the Day forum), you'll notice alot of people experienced banding when using 16 bit depth, and Ysaneya points out a way to compress the depth to 32-bit which might be helpful.
Cheers
Ah, alright, I'll have to check that out then. And yeh, I just realized, that I didn't actually fix the banding problem with my first SSAO shader, I just reduced the radius to something like 0.215 or something, and didn't normalize the random vectors.
But anyways, I'll take a look at that topic and see what I can do about it with regards to XEffects. If I get anything done, then I'll be sure to notify you about it.
EDIT:
Nope, I implemented 32-bit encoding and decoding, and that doesn't seem to be the problem.

I don't understand...I implemented the Leadwerks shader exactly the same way, but there are still banding issues. (Mind you, I had to changing the reading of the depth.) So it has to be something with the buffers I'm thinking.