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Re:Tilt-shift minecraft shader (video) by twelvechairs on Saturday April 28, 2012 @07:18PM (#3904465)
This is nice and all, but does anyone really want an ingame experience where only a tiny portion of the centre of the screen is in focus?

The nicer parts of shading are from the mods that he is using (in modified form), http://www.minecraftforum.net/topic/120261-125-glsl-shaders-... and http://www.minecraftforum.net/topic/940974-125sonic-ethers-u...

Re:Tilt-shift minecraft shader (video) by TazeTSchnitzel on Saturday April 28, 2012 @07:53PM (#3904551)
It's for recording videos I'd expect.

Although nobody wants to watch a video like that either.

Re:Tilt-shift minecraft shader (video) by jws on Saturday April 28, 2012 @10:08PM (#3904852)
What if it boosted your frame rate and saved your battery?[1]

The blurry areas could be rendered at lower resolution then blurred to the final screen. I read an article where a 2D side scroller used this technique to good effect on its frame rates.

3D would require a serious mathematician to make the various edges match well enough to not be offensive.

EOM

[1] A Macbook Air that happily runs 6 hours on battery will run about 90 minutes playing minecraft.

Re:Tilt-shift minecraft shader (video) by lifeformed on Sunday April 29, 2012 @01:12AM (#3905174)
This looks far more computationally expensive than without shaders.

That side scroller benefited because it could just draw the background/foreground sprites at a lower resolution before blurring. You wouldn't be able to get that luxury easily with a 3D game.

Re:Tilt-shift minecraft shader (video) by jws on Sunday April 29, 2012 @11:52AM (#3906245)
I can't speak for all games, but I find my fragment shaders dominate. That is compute power related directly to the number of pixels rather than polygons.

If I can render objects in the distance at 1/3 the spatial resolution, that is 1/9th the fragment shading, times a much reduced texture bandwidth since I'll be using a lower resolution mipmap.

I'll still have to composite it back in to the full resolution frame, but if that operation is faster than my fragment computations it would win.