Quote: "Hope you don't mind me saying, but the bloom and motion blur full screen shaders in 1.7 look poor, were too performance consuming, and too hard to adjust the settings. Hope these get fixed soon."
I don't mind. But you do know that you are fully capable of making your own, right?
I made those two specific shaders on my own, as a feat to learning HLSL in the process of making some nice shaders.
If you know of a better motion blur shader than the one I've created (I've been told by many on the DBP boards that it was exactly what a motion blur should look like) let hockeykid know, so he can hand that one out instead. But, making the motion blur more performance friendly is very easy to do. It requires a very small change to the shader code, so that the blur loop goes to a lower number than before.. the blur won't be as smooth, but it won't have as much to do and will run faster.
[EDIT]
I hope you were using the motionblur.fpi script when attempting to use motionblur... It is required for the effect to take place. If you don't use the script, then you won't see the motionblur.
How do you mean that the settings were too hard to adjust? If you're talking about through script.. that's because the script commands to adjust settings must be compatible with any shader given to them. It's no more difficult than creating a HUD, lol. But, yes, it was intentionally made to be something more than "ChangeBloomScale=X" because I wasn't about to hard-code script commands for user-defined full screen shaders. This is the way it is for maximum customize-ability! At least the system in PB doesn't prompt people to say "Why don't you put in a black and white shader? I could use that!!" or "Why don't you add shader X?" It's a hassle and it's just plain clutter in the code to make commands specifically for each and every shader we decide to put in... so, I let the user decide what to put in, and they can deal with the hassle. No more waiting for an update for whatever shader they wanted, or even HOPING the developer wanted to put it in... no more DEALING with the shaders you're given, since you may make your own or edit the existing ones!
I think this is the best way to go, and saves the time of the user as well as the developer.
The one and only,