- Jan 20, 2004
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The only game to date that I am aware of that makes use of DirectCompute in DX11 is Metro 2033 (correct me if I'm wrong link here for more info) and it's used for the 'Depth of field' variable. Now, as we know from user experiences and many reviews, having Depth of field enabled makes performance tank to pretty much unplayable with even the latest cards (5870, GTX480). What happened here? Wasn't the compute shader meant to speed up performance for a given effect? Is it just the way the devs of M2033 implemented it?
In this instance they are using the compute shader for a post processing effect, however I have the understanding that it could also be used for other things like Physcis calculations. If so, would we see a similar performance drop? Perhaps like what we see when PhysX is enabled.
In this instance they are using the compute shader for a post processing effect, however I have the understanding that it could also be used for other things like Physcis calculations. If so, would we see a similar performance drop? Perhaps like what we see when PhysX is enabled.