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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.