[Request] 'Shader rendering AFTER Low quality' option

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  • Hello,

    I was wondering about this since a while.

    It could be interesting, in low quality scale, to be able to say to a specific shader to render AFTER the upscale.

    Perhaps with a little checkbox in the effects window. (a new column)

    I'm asking this because when we work with low resolution games and want to add a shader like 'scanlines', 'bulb' or any deformation shaders, the result is often awful after the upscale.

    I don't know if it's conceivable. Just asking.

    Thank you.

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  • It's not really possible to run shaders after the 'low quality' fullscreen scale: it has already finished rendering the entire game, and the result is scaled up. If you want high-quality shaders, you have to use high-quality fullscreen mode.

  • A compromise I'm using to keep my CRT effect looking right with shadowmask overlay and stuff is to use low-quality scale as usual. Then I set canvas size to two or three times (or whatever scale I need to get the shader effects looking good) the original resolution, and then set layout scale to two or three as well. I don't get the speed of 1x scale sadly, but at least I avoid the slowdown of rendering everything at full 1080p or whatever.

    Ashley:

    Wouldn't it be technically possible to do another rendering pass for tagged shaders on the scaled-up result? As in: Render objects - render non-tagged shaders - scale everything up - render tagged shaders on top of the result. Lots of work to implement I bet, so just asking really.

  • Well it's possible, but not really feasible given the current architecture, and almost all our resources are on Construct 3 development at the moment. Using high-quality fullscreen mode already allows for this too, so it would be a lot of work for something that is already possible.

  • being able to set shaders quality independently would be neat.

  • Using high-quality fullscreen mode already allows for this too, so it would be a lot of work for something that is already possible.

    It's true we get hi-res shader rendering with high-quality fullscreen mode but it's an either/or scenario atm; scale, then render *everything* hi-res or render everything lo-res, then scale. The good thing about rendering shader effects that don't depend on hi-res before scaling up and other shader effects that do afterwards is we can get a good speed boost out of it. I understand your point about it being lots of work but maybe something to consider for C3? This kind of thing is extra important when we can't control screen resolution I think.

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