Advertisement Jump to content
Sign in to follow this  
~Helgon

Compute Shader questions / important?

This topic is 2233 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

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

Regards

Share this post


Link to post
Share on other sites
Advertisement
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!