Simulating individual pixels in my game using Compute Shaders

Hey everyone, I’m working on a game project and I’ve been experimenting with Compute Shaders to handle pixel-level simulations. It’s been a pretty interesting journey so far.

I’m curious about the performance implications and any potential drawbacks of this approach. Has anyone here tried something similar? I’d love to hear about your experiences or any tips you might have.

Also, I’m wondering if there are any specific optimizations I should consider when dealing with such a large number of pixels. Any advice would be greatly appreciated!

Thanks in advance for your help. Looking forward to learning from the community’s expertise!

Compute shaders are awesome for pixel stuff. I used them in a small project once and the performance boost was insane. Just watch out for memory bandwidth issues if you’re processing tons of pixels every frame.

One tip: try to batch your operations if possible. It can make a big difference. Also, make sure you’re not bottlenecking your CPU with constant data transfers.

Compute shaders are great for pixel sims. Used them before and they’re super fast.

Make sure to optimize memory access patterns. Group similar operations together to boost efficiency.

What kind of effects are you going for in your game?

Compute shaders are definitely the way to go for pixel simulations. I’ve messed around with them a bit and they can handle a ton of stuff at once. Just keep an eye on your memory usage and try to optimize where you can. What kind of game are you making with this?

Compute shaders are cool for pixel stuff. I tried them in a small project and it was pretty smooth. Just gotta be careful with memory management.

What kind of sim are you doing? Like fluid or fire or something?

Compute shaders rock for pixel simulations.

They’re fast but can be tricky.

Try reducing texture fetches and using shared memory if possible.

What resolution are you targeting?