I got SSAO working and it look great.
However its slowing down my app quite a bit so in order to reduce the cost the SSAO pass is done using half screen resolution.
But when I multiply the result using a fullscreen quad on the original scene resolution the result is quite ugly... When Im moving the camera around its like looking through a dirty glass... The AO pixels are "bleeding" over especially around the edges.
What would be the correct method to use in order to avoid theses annoying artifacts.
After the AO is computed, it is often blurred with texels of similar depth, so there is no bleeding over the edges (HBAO, slide 27).
As for optimization purposes, I would rather use SAO techniques, with the help of interleaved post-processing.