Is more work typically done in the vertex shader or in the fragment shader for recent AAA games? I have some experience writing OpenGL, but mainly for 2D games and ray-tracing. I'm shopping for a GPU right now, and while personally my GPU-intensive programs only involve a lot of work in the fragment shaders when I do ray-tracing, I imagine that perhaps some situations involve more work being done by the GPU in the vertex shader. Looked online and didn't see anything so I thought I'd ask here.