Free Radical (Deferred Rendering Engine)
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Posted 20 January 2012 - 01:42 PM
We wanted to stay with d3d9 hardware limitation. However deferred lighting reduces memory usage, but it is required to render the scene geometry twice, which is very expensive when you have lots of instancing and meshs to draw, Therefore We decided to go for deferred shading. It is a different story when using d3d10 or 11.