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proanim

deferred rendering question(s)

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I am doing a research on deferred rendering since I will probably want that type of rendering in my game. Now I think I know how is it supposed to be done but most articles and tutorials that I red were either deferred lighting or deferred shadowing it was never both at the same time. Why is this?  I think it was Epic's Samaritan demo that said it uses fully deferred rendering. Which deferred rendering is actually better between the two? Is there a benefit in using both at the same time (deferred lighting and shadowing)?

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aah, terminology...
In my experience deferred lighting is synonymous with light pre-pass: render thin g-buffer, perform light pass, re-render all geo another time reading lighting information in from light buffer. Advantages include less fillrate hit during gbuffer pass, easier material flexibility, possibility for tricks like inferred rendering for easy MSAA support and alpha lighting, downsides include rendering all geo an additional time.

deferred shading in contrast often refers to rendering a full fat g-buffer, performing light pass, and then just compositing material data in g-buffer and lightbuffer together in fullscreen single pass.

deferred shadows is orthogonal to these, and refers to not applying the shadow to the geometry, but in screen space by reconstructing positions from depth.

Of course, keep in mind that different people use different terminology.

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have to be careful with full defered. in my experience you have quickly crippled the smallest graphics cards. I worked with a full defered engine and it was running an empty scene at 2 FPS on an integrated intel something 5000. but at more than 200 on a FireGl8800, and a GTX570. Also some older stuff like 9600M would really dislike this engine. some middle range cards would only get 10/15 fps. whereas on the heavy monsters you could get away with any bloat, its crazy.

So what I mean here, is be careful about the target. bandwidth limitation is one that bites the butt.

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