Original Post
I have this crazy idea for an effect. Said effect would be extremely easy to do in a shader. Unfortunately target hardware doesn't have shaders (boo hiss!) so looks like if I am going to do effect its going to be by cpu and uploaded each frame. Anybody got some stats on the kind of throughput I can expect with this crazy scheme? My chain will be to triple buffer a texture and lock the relevant one per frame and fill it with new data. Triple buffer cause I hope to avoid causing a flush on the gfx card - or would I be better to create a new texture each time... decisions, decisions... Anyway, the kind of stats I am looking for is optimal size - how big can I go before I begin to cripple the driver/card too much?