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Heck, I'd settle for 1fps... as long as I could capture it!!!
:-)
On Tue, Mar 4, 2008 at 4:35 PM, Thiago Costa < thiagocosta3d(at)gmail.com> wrote:
yep, 7fps would be good enough :)
I was looking to this tutorial of Realtime shader: http://www.digitaltutors.com/digital_tutors/video.php?v=705
It's a vertex shader... He's deforming vertices using a realtime shader... Now we have pixel shaders... I wonder if anyone could get those examples from nVidia to work in XSI.
On 04/03/2008, Antonin Messier T. <amessier(at)flystudio.com> wrote:
I'd be ready to settle for 7fps depth of field in XSI ;)
Jon Swindells wrote: > since when have we not needed to jump through hoops to get a 'next gen' > game to run ? ;) >
> I get 7fps from Crysis with DOF (on my $300 gfx card). real time my arse. > > The jitter type dof from steven's link wouldn't be difficult at all to > implement in a custom pass and i think i'm up for the challenge,
> besides > i need a break from this damn screen painting doobrey. > > :) > > On Sun, Mar 2, 2008 at 5:29 PM, Eric Lampi <ericlampi(at)yahoo.com> wrote:
> >> I think it's pretty funny that in a $50 game you can get real-time DOF with >> on a $300 video card, but in XSI you have to jump through hoops and deal >> with long processing times using a $1500 professional video card.
>> >> Something is wrong with that concept. >> >> E >> Freelance 3-D Animator, F/X Artist >> >> >> >> ----- Original Message ----
>> From: William Pleydon <williamp(at)digimata.com> >> To: XSI(at)Softimage.COM >>
>> Sent: Saturday, March 1, 2008 10:30:20 PM
>> Subject: Re: How Would You Visualize DOF in GL? >> > > > --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
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