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Games often use the GPU for their 2D elements. It's inefficient to do a window system that way, because you have to update on every frame, but if you're updating the whole window on every frame anyway, it doesn't add cost. As the original poster points out, it does run down the battery vs. a "window damage" approach.


Yes but games typically use standard rasterization to render 2D elements. My question is whether using compute to "simulate cpu rendering" here is a novel approach.




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