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I’ll do it, but only if you’ll help

Pledge “sl-pixelshader”

"I will donate $5 for pixel shader support in the Second Life viewer but only if 100 other Second Life Residents will do the same."

— SignpostMarv Martin, Demonically Possessed Albino

Deadline to sign up by: 31st August 2007
2 people signed up, 98 more were needed

More details
Pledge is payable upon release of a stable Second Life client and source code for Windows, Mac (PPC, Intel) and Linux that features Pixel Shading, or other shader technology that gives a significant improvement (giving the reaction similar to the jump between no vertex shader and vertex shader, quotes of "dude sweet", or other colloquial phrases associated with eye-candy and/or jaw-dropping visuals) in the visuals without compromising on performance (e.g. no more than 15%- other reasonably acceptable percentage- drop in frame rate on a complex lit scene on the pledgers' systems *and* the minimum recommend system spec at the time of stable release.

The candidate for this pledge must also have the ability to switch back and forth between the Linden Lab shader code and the "improved" shader code in the unlikely event that the "improved" shader code produces undesirable effects on a minority of systems/hardware setups.

Flexibility for other developers to add in their own shader code is also an essential requirement.

The ability to add shader effects which affect the output of snapshots, postcards and videos is also an essential requirement.
Demo effects to be included:
* Monochrome
* Sepia Tone
Demo effects that would be nice:
* Motion blur type effect in a similar vein to the one employed in GTA:Vice City
* Motion blur type effect in a similar vein to the lighting effects employed in the anime film Akira
* Torleyvision (everything in Torley-esque watermelon tones)
* Meravision (everything in purple tones)

This pledge is now closed, as its deadline has passed.

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Comments on this pledge

  • Aimeevision would be nice as well- e.g. blue butteflies flying all over the place along the lines of the hallucinations featured in Cowboy Bebop: The Movie
    SignpostMarv Martin, 13 years ago. Abusive? Report it!
  • I am looking at this, but there's a good reason why there is no pixel shader support in SL right now. Adding in anything worthwhile is going to up the minimum requirements and kill compatibility with some older video cards. If I was going to work on something like this I'd start by setting a new minimum system requirement that included support for pixel shader 2.0 or 3.0.
  • Although not explicitly indicated, the strict requirement that the candidate Viewer must be able to switch between LL's shader code and the newer code would mean the minimum system requirements would not have to be adjusted.
    SignpostMarv Martin, 13 years ago. Abusive? Report it!
  • Having helped write shader code (both pixel and vertex) for a different game, I see the best way to handle pixel shaders (both shaders on a specific object and overall shaders on the screen output) is to detect whether the user has a graphics card that can support shaders and enable it based on that. Of course you will probably still want a manual "off" switch for the feature to handle all the cases of people with cards that claim to handle shaders but have crap shader performance.
    Jonathan Wilson, 13 years ago. Abusive? Report it!
This pledge is closed for new comments.

Current signatories (Green text = they've done it)

SignpostMarv Martin, the Pledge Creator, joined by:

  • Buckaroo Mu
  • Nym Eponym

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