Perhaps 2048 hits a limit on your hardware and it falls back to software. You don't need to scale up to a power of two for the capture though since pix_snap2tex uses subtexturing or rectangle textures when available. Even at powers of two the 2048x768 is 2048x1024 which is the exact same number of pixels as the two 1024x1024.
cgc
> exactly, i work at the moment for a project with 2048*768 (2 screens).
> to be able to make fullscreen motionblur i need to snap 2048*2048
> which puts cpu to 98%.
>
> anyway i found a workaround for the workaround which delivers a
> good result for just 10% cpu; i compose the fullscreen motionblur
> out of 2* 1024*1024 snaps, textured on 2 squares.
i forgot to mention that i also had to scale down the gemwin to
1600 * 600 for the 10% cpu
e
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