[quote="Mr Wolf":27pgcalc]I'd very much like to see it. I also didn't know you were using custom collision shapes. Is ellipse slower? I'm thinking for an actual game I'd probably set the simulation steps to 1. I'm not sure how much that effects how "real" the water looks, but in one of quazi's examples it seemed just as good as 10. I'm also wondering if the physics plugin does any other calculations that really aren't necessary liquid, or at least, don't make a big difference.[/quote:27pgcalc]
Using custom collision was a neccessity because of the nature of the shader. What you see of one "water drop" is just about 5% of its actual size. If I'd used ellipse, the drops would collide although they are visually still far away from each other. I'd bet the standard collision shapes are faster.
From my experience the lowest simuation steps are better for liquids. Maybe it is a kind of "tree lookup depth", but whatever it is, the liquids feels more natural with less steps.
Here is the link to the same project as the exe you were already testing, but as a .cap plus the needed effect: fluid.rar