Originally posted by R00k
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DP has so many techniques it uses to shift work to the GPU, the only things it does on the CPU that can be limiting factors are:
Particles - extremely heavy on CPU, this could be put on multiple cores, or sorting could be turned off for a huge FPS boost but also a quality drop in some circumstances (on principle I haven't implemented unsorted particles so far).
Model animation - extremely heavy on CPU, this can be shifted to GPU.
RTLight world lighting and shadowing optimizations - fairly light on CPU, completely necessary (have tried without it, very bad FPS even on highend GPUs).
Reflective Water - the heaviest CPU task in the engine right now, can be improved, could be put on multiple cores.
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