This breakdown of New Doom's rendering is extremely great http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ …
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Sure; my point is more if I put an 80-tap blur in my game that'd be like 40% of frame budget for one effect,
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It doesn't necessarily work like that. Taps are not uniformly expensive. Nearby taps hit the cache, etc.
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