XNA Test 12 - DOF (depth of field) - updated

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Uploaded by on Apr 23, 2008

Testing camera depth by rendering multiple passes with slight offsets. Prevents "bleeding" but takes loads more of your CPU/GPU. (updated the focal point and changed the number of passes from 8 to 20)

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Science & Technology

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Standard YouTube License

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Uploader Comments (joostgroeneveld)

  • I've recently updated the shader to let the pixel shader handle the depth instead of multipassing it with the backbuffer and spritebatch.

    Thus resulting in a more flexible situation and performance increase:

    PC - 37 passes @ 60fps

    Xbox - 21 passes @ 60fps

  • looks awesome.

    could you provide some info on how much fps you get on the xbox?

  • It's running at 1280x720, the scene is a very simple model with about 3mb of texture data.

    On my PC (intel 6850 + geforce 8800 ultra) is runs at 60fps with 20 passes, any higher reduces the frame rate with about 3fps.

    The xbox runs 8 passes fine, but any higher it reduces significantly with about 10 fps per pass.

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  • Did you used ambient occlusion?

  • very nice :D

    looks great

  • looks lovelly!

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