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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actualphantom

Posted 14 January 2013 - 05:41 PM

Not really; deferred might have solved some problems with regards to lights but it brought with it a whole host of others with regards to memory bandwidth, AA issues, problems integrating different BRDFs, transparency and other issues which required various hoops to be jumped through.

Going forward hybrid solutions are likely to become the norm, such as AMD's Leo demo which mixes deferred aspects with a forward rendering pass to do the real geometry rendering which can get around pretty much all of those problems (but brings its own compromises).

The point is; all rendering has trade offs and you'll find plenty of "advanced" engines which use various rendering methods - hell, the last game I worked on was all forward lit using baked lighting and SH light probes because it was the only way we were going to hit 60fps on the consoles.

Edit: also a good and advanced engine WONT force you to take one rendering path, it will let the game code decide (the engine powering the aforementioned game can support deferred as well as forward at least...)

#1phantom

Posted 14 January 2013 - 05:17 PM

Not really; deferred might have solved some problems with regards to lights but it brought with it a whole host of others with regards to memory bandwidth, AA issues, problems integrating different BRDFs, transparency and other issues which required various hoops to be jumped through.

 

Going forward hybrid solutions are likely to become the norm, such as AMD's Leo demo which mixes deferred aspects with a forward rendering pass to do the real geometry rendering which can get around pretty much all of those problems (but brings its own compromises).

 

The point is; all rendering has trade offs and you'll find plenty of "advanced" engines which use various rendering methods - hell, the last game I worked on was all forward lit using baked lighting and SH light probes because it was the only way we were going to hit 60fps on the consoles.


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