Thanks Peppy!peppy wrote:
While this is a cool idea, the overhead for blurring images may outweight function. I'll take a look into the feasbility of this one, since it sounds cool.
Thanks Peppy!peppy wrote:
While this is a cool idea, the overhead for blurring images may outweight function. I'll take a look into the feasbility of this one, since it sounds cool.
Not cpu it would be gpu, this also might knock up the minimum required pixel shader version if it cant be disabled...Nightfirecat wrote:
I'd love to see a feature like this added if it's not too weighty, CPU-wise. It'd add a great artistic flair that I think would absolutely fit osu!'s style.
Maybe that's a good thing...RBRat3 wrote:
Not cpu it would be gpu, this also might knock up the minimum required pixel shader version if it cant be disabled...
Just try to add a warning or a limit where the GPU needs to have 'Pixel shader version 3.0' or something.RBRat3 wrote:
Not cpu it would be gpu, this also might knock up the minimum required pixel shader version if it cant be disabled...
Precalculate the blur to another image, then fade between the blurred version and the normal version during breaks. Don't do it at all if the map has a storyboard (way too much lag there), or let the storyboard run on top of the blurred images, which frankly sounds much better.peppy wrote:
overhead for blurring images may outweight function.