Hi, i have some questions about the compute shader related to game developing
Almost every implementation of blurs i've found was done in the vertex shader. Is it really worth the "hard work" to do it in the compute shader? Of course its much quicker but is it such a huge difference? And if yes, why is it not done more often in the CS?
And another little question. Is the CS used often in game developing or is it more used by rendering softwares / mathematical applications?
The reason why i'm asking is that the book i work through right at the moment focuses also a little bit on it but the exercises are so hard that i can't solve them and solutions don't exist. So i ask myself if i really have to torture my self for few days/weeks trying to find somehow a way to do it or if it isn't "that important" for me if i want to develop a game and everything can be also done much easier with the more common shader stages