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Number6
De em Oct 2010
3614 post(s)

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Tudo sobre iStripper
April 6, 2015, 5053 respostas
Hi @EverthangForever. I'm not sure that the camera type makes that much difference to the stuttering in some of the shader scenes. If they stutter using a 3D camera then, from my experience, they still stutter when using a 2D camera. The last couple of fracedelic scenes I posted (with @ThEmu's the carousels) both used a 3D camera with the Fractal shader sized to run at 1920 X 1080. I tend to test the shaders in 2D and if they work put them into 3D, if necessary for the scene.

With the ones that stutter I usually start of by just generally trying to slow things down, specifically looking at where iGlobalTime is used and then I try multiplying by 0.5 or 0.2 to see what happens. Where there are iterative functions such as the volsteps above I try reducing the number of iterations. This normally helps a lot and in some cases doesn't make a great deal of difference to the actual display of the shader.

For example, the Intersecting Discs shader posted by both @Zebrazuk and @TheEmu stuttered badly on my machine - even with the new graphics card. There is an iterative function in there that has a loop count of 64. I dropped this to 48. It appears to have had minimal effect on the overall appearance of the shader but it now works fine on my machine. Unfortunately this doesn't always work and changing the loop value can sometimes make the shader unwatchable. For me it is a matter of trial and error. Sometimes it works well other times it can produce some strange effects (not all bad in some cases).

Anyway - your recent updates all appear to work well without any adjustments. The tunnel with the butterfies I find strangely amusing - is there a shader with bats in it somewhere? :-)

Has anyone found a way of calling random shaders?

I have around 10 Psychedelic shaders that use a fixed foreground shader (an adaptation of Totem's Perforations Shader) with different shaders in the background. With a random selection for shaders this could be done in a single SCN file rather than the 10 I have at the moment.