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
<mailto: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
<mailto: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 <mailto: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
<mailto:williamp(at)digimata.com>>
>> To: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
>>
>> Sent: Saturday, March 1, 2008 10:30:20 PM
>> Subject: Re: How Would You Visualize DOF in GL?
>>
>
>
>
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