Yeah it works with GeDo's AO implementation but not out-of-the-box. In this case I had to modify the source-code to detect and retrieve a 4800x2720 depth buffer from the emu (which is 10 times the 480x272 psp native res I guess since I use the x10 upscaling) and then stretch it manually to fit the 16:9 aspect ratio. It's hard -but not impossible- for any injector to analyse and detect all these unconventionnal depth buffer resolutions
I guess ReShade would have to do the same. With a plugin system like GeDoSaTo maybe. Then again all emulators are heavily subject to changes so it's probably not worth wasting time on writing stuff that wouldn't work later. If anything it should be native to each emu.
I just tried this on the obsolete Dolphin DX9 backend SSAO does work as well although it looks a bit out of place sometimes :
http://screenshotcomparison.com/comparison/117769
http://screenshotcomparison.com/comparison/117777
Not super necessary but still interesting to see
Agreed