I am trying to create a output texture for compute shader and copy this texture to render target after CS finished working.Actually I am just trying to start working on deferred shading. Does that conversion cause a performance penalty ? Because my hw doesn't support 128 bit textures for render targets and so i can't create swap chain with R32G32B32A32 etc.
--Edit--
After some researches i got some informations like half is not so important and 32 bits surfaces are pretty enough for deferred shading techniques.So i should look for some packing algorithms like this
http://aras-p.info/texts/CompactNormalStorage.html.
Thanks for your reply MJP.