I'm new to direct3d and graphics programming in general, the program I'm writing changes vertices once per frame after applying non trivial computation per frame, according to this Direct3d programming tips
I should use dynamic buffers for such task, but it says that it's performance is expectable, searching the web I found Fastest way to update vertex buffer
Scroll down to Xoofx answer(Designer of Sharpdx) according to him updating a subresource is better than using dynamic buffers and as far as I know updating a subresource is used only with default buffers.
Which usage should I go with and what is (staging) ?
If I decide to use C++ AMP to do the computation (I understand that it uses the gpu as a processor) is there any way to set the buffer usage to default and still access it through the cpu using C++ AMP?