Ever since the first Filter Forge release 10 years ago we have been reprimanded for slow rendering. Unfortunately our renderer architecture is not very suitable for speed improvements – this is a downside of storing filters in an open XML format that allows every user to look at the internals of a filter and quickly modify it for their purpose. Well, things have improved a bit.
In Filter Forge 7 we overhauled the renderer, particularly the logic of sampling and sample caches. Our original sample cache architecture didn’t take into account cases where a single component was used in multiple filter subtrees: every time the sample function of a component was called from a different subtree, the cache was invalidated. Filter Forge 7 takes a different approach: all samples are preserved in separate bins, which eliminates the need to re-calculate the sample which has been already requested before.
The obvious benefit of the new sample cache architecture is increased rendering speed for most filters. In quite a few lucky cases the improvement is in double digits. Here are our benchmark results*:
|3000x3000 px||6.0||7.0||Improvement||3000x3000 px||6.0||7.0||Improvement|
|59 s||34 s||42,4%||1326 s||750 s||43,4%|
|1383 s||673 s||51,3%||2558 s||1856 s||27,4%|
|298 s||162 s||45,6%||3701 s||1944 s||47,5%|
|166 s||136 s||18,1%||54 s||34 s||37%|
*Based on our internal tests. Your machine may show different results.
– Wait, my favorite filter doesn’t show any improvement!
This means your filter was already optimized. Our new algorithm can only speed things up if a filter uses sample cache ineffectively. You can console yourself by thinking that the filter author maxed out filter performance long before we implemented it in Filter Forge.
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Visual Effects Lead Artist
“I really like Filter Forge, I seem to find new uses for it constantly. The 2.0 upgrade looks great, HDR will be really welcome.”
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