Yes I found CPP AMP really interesting, but since it only ran on Windows..never used it for anything.

It’s unfortunate they have deprecated it. We how have DXVK which implements D3D11, including compute shaders, for any platform which supports Vulkan. Making that (or a conceptually similar) thing work across platforms is no longer prohibitively expensive.

I believe that approach, i.e. the compute shaders, is the correct thing to do because modern videogames use them a lot, the runtime support is stable and performant now. No need for special HPC-only drivers or runtime components.