Hi,
As an independent study for college I am implementing a deferred renderer into the game engine I have been developing. I've been reading a lot about the details of this, but something that caught my eye is "forward+" rendering. It would seem to me that with the rise of physically based materials in video games, deferred rendering should be an obvious choice moving forward (as PBR relies on a unified shading model, which deferred rendering addresses wonderfully). I'm having a little bit of trouble understanding the concept behind forward+, but from what I've read it seems like "partially deferred rendering"... or something. Could anyone explain this more clearly? Are there any significant advantages to forward+ over deferred (or the other way around)? Thanks