Jump to content
  • Advertisement
Sign in to follow this  
NiteLordz

DX11 Compute Shader... what is it good for

This topic is 2495 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

So i have ported my renderer from dx10 to dx11 ( with feature set fallbacks ). And i have started adding in a compute shader to handle tiled deferred renderering ( ala DICE/Frostbite 2).

I am curious as what other uses people are using the Compute Shader for

Share this post


Link to post
Share on other sites
Advertisement
Physics simulations like fluids (interactive water, etc), blurring textures, and other effects that can benefit from highly parallel execution.

Share this post


Link to post
Share on other sites
Many image processing techniques can be more efficiently implemented as compute shaders rather than pixel shaders, such as blurs or the FFT.

Really though, computer shaders are a gateway to GPGPU programming. You could use them for writing a ray-tracer, do animation blending, do occlusion tests, compute histograms, to run your AI code, etc...

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!