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#ActualHodgman

Posted 06 October 2012 - 09:57 AM

No, deferred shading is still very efficient when you've got high light counts -- especially tiled variants.
However, there's still people working on new variants of forward shading -- it started losing in popularity to deferred, but never truly became obsolete itself. Recently people have taken the ideas from tiled deferred shading and created tiled forward shading too. Different scenes will perform differently on different kinds of rendering pipelines. The best shading pipeline design will change from game to game. Also, it's not as black and white as it used to be. Many games are somewhere in-between forward and deferred.

#1Hodgman

Posted 06 October 2012 - 09:56 AM

No, deferred shading is still very efficient when you've got high light counts -- especially tiled variants.
However, there's still people working on new variants of forward shading -- it started losing in popularity to deferred, but never truly became obsolete itself. Recently people have taken the ideas from tiled deferred shading and created tiled forward shading too. Different scenes will perform differently on different kinds of rendering pipelines. The best shading pipeline design will change from game to game.

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