I’m proud to present:
Triangles on the 360, MANY OF THEM - about 40 million per second, or even more if you write clever code. (But this is not a depth of field, just a blurry screenshot ;)
I finally polished my GPU stuff far enough so I can risk a release. You need to compile your shaders, so you need Tser’s shader compiler (which uses part of the windows XNA libraries).
Unit #2 has still a problem with the DVDROM.