It’s thanks to this thread I was able to do a glass transparency effect in MG using the GraphicsDevice.GetBackBufferData() method to capture an area of the screen to apply the blur effect to. Can confirm it’s running at 60 FPS for me doing it every frame, you just need to avoid reallocating the texture and pixel data array every frame and only reallocate them when their sizes need to change. There’s no need for a render target at all, just a plain old Texture2D.
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