Quote:Original post by wolf 1. you build your renderer following a graphics hardware design not the other way around .. otherwise you loose performance. Most hardware was build with a Z pre-pass renderer in mind. |
Deferred rendering really doesn't step on any toes here. There's nothing inefficient about the way that DR runs on modern graphics hardware. Indeed it is extremely SIMD-friendly and has the most predictable, cache-friendly data access patterns possible.
Quote:Original post by wolf 2. most currently avaiable graphics cards do not have enough bandwidth to run a deferred renderer ... this is also true for the PS3 :-) ... so you loose large parts of the market and it makes it rather unattractive to build games like this |
Sure, but currently mid-high end PC cards (certainly 8800GT+, and that card is $150 now!!) can easily handle deferred rendering. Thus it's only a matter of time before even the "low end" can. Quite honestly, the graphics card in the PS3 was outdated before it even arrived (G80 came out a week earlier IIRC). Thus I have no problem with DR being unsuitable for implementation on current console hardware, but it will have absolutely no problems on next generation stuff, and is already more than feasible on PCs.
Quote:Original post by wolf 3. MSAA on DX9 hardware is not really easy ... on console platforms neither ... costs additional cycles to get it done ... more expensive than with a Z pre-pass renderer |
Fine, but it works okay on DX10 and there are other options for AA. It's a disadvantage, sure, but it's not crippling.
Quote:Original post by wolf 4. There is no way to implement a halfway decent material system with a deferred renderer. A decent character setup with a skin, hair, cloth, eyes, eye-lashes shader is just not possible, so your games will look much worse. |
I have to completely disagree with this. Look at STALKER: it looks great and has actually stood the "graphics test of time" better than most games so far. I don't see anything in DR that makes the effects that you mention unreasonable or even difficult to implement. Again, if you're actually considering a reasonable lighting model (i.e. all lights work properly on all materials), there really are no problems. Even if you aren't doing "proper lighting" there are ways to hack things, just like with forward rendering.
Quote:Original post by wolf Please do not forget a NVIDIA 8800 GTS is probably 10 times faster than a 8200 or however they call their low-end model but makes up only for < 1% of the market and probably also your target market. Even high-end console graphics chips are much slower than this card ... about comparable to a NVIDIA 7600 GT with a 128-bit bus. So from a financial and a quality stand-point it is not a good idea to do this :-) |
As I said, while that may be true today (and your note about 8800 penetration is not true according to the Steam survey - 8800s already make up a full 10%!!), if you're starting to code a game today, you can reasonable afford to target 8800-class hardware as a baseline.
In any case this is all tangential... there is nothing inherent about deferred rendering that makes it unsuitable for use on current or future GPUs. Indeed it is a very GPU-friendly algorithm and as we move forward it has quite a number of performance complexity and code simplicity benefits.
If you want to talk about specific hardware being unsuitable, fine, but for the record I had a fairly full-featured deferred renderer happily running on GeForce 6's and there's no way that one can argue that it's unsuitable for an 8800 or similar. PS3/360 are so last-gen ;)
Quote:Original post by wolf 2. any other game that ever shipped with a deferred renderer has or will have serious problems to have nice looking characters :-) ... watch out for it. |
I don't see that at all. Indeed as I mentioned, STALKER (being the biggest DR example I can think of now) looks very good, especially considering when it came out! Furthermore I can easily make a counter-claim: "any other game that ever shipped with a forward renderer has or will have serious problems with its lighting". I don't think either statement is true really.
Anyways in the end definitely use what works for you game - the thing that bugs me is people being put off of something potentially useful because of misinformation. DR is really easy to code, so at least do yourself the favour of trying it before dismissing it particularly if you're working with complex scenes and lighting environments.
[Edited by - AndyTX on March 13, 2008 9:32:14 PM]