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Timeline for High resolution screenshot

Current License: CC BY-SA 3.0

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Mar 11, 2017 at 10:30 comment added Derag @trichoplax Post processes need information from whole screen (some needs few previous frames but in this case it can be ignored)
Mar 11, 2017 at 4:56 review Close votes
Mar 14, 2017 at 14:56
Mar 10, 2017 at 21:13 comment added trichoplax is on Codidact now What information do your post processing effects require? Do they just need the immediately neighbouring pixels or more distant data?
Mar 10, 2017 at 11:49 comment added Derag @user1118321 I edit post with more details. @PaulHK In your solution screenspace effects like SSR will be broken due to lack information.
Mar 10, 2017 at 11:47 history edited Derag CC BY-SA 3.0
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Mar 10, 2017 at 8:34 comment added PaulHK I guess you could divide your view fustrum into a grid and render it to several separate render targets. Your post processing shaders need to be able to deal with sub sections (say a full screen vignette would have UV coordinate inputs, you would be passing in sub-rectangles of UVs to render sections of it), you should be able to restitch the output textures together without artefacts.
Mar 10, 2017 at 3:45 comment added user1118321 There's not a lot of information to go on here. What OS are you on? What are you trying to take a screenshot of? What is it going to be output on? What makes you think that it's even possible to take a screenshot at a higher resolution than the screen? Also, you mention rendering in your last sentence. What are you rendering? And how are you rendering it?
Mar 9, 2017 at 10:35 history asked Derag CC BY-SA 3.0