For my game that I'm developing I want to have my cards dynamically drawn so if there is any changes done to them it could be drawn on the card itself.
What I have currently is that the cards are drawn to a RenderTarget at their originally designed size of 2100x1480 px. (I'll probably for game purposes have to scale that down to 1050x740 for its native size, but was designed that way to have 600 dpi for physical versions).
Anyway the way I want to do it is that after drawing everything to the RenderTarget I scale it down and store that scaled down texture to the card's texture (which will be 164 x 115 for the playing size, the 1050 x 740 is the zoomed in size that I want so players can view what the card does and stats). The issue that I'm facing is that the way I currently tried to do it was far too slow taking over 9 seconds to scale it down after drawing the original size to the RenderTarget.
Is there a way to scale a texture via GPU rather than by CPU? I'm currently using a CPU method as I'm new to working with textures and drawing.