Hello,
I've decided to implement clustered shading, as used by the Avalanch developement-team for getting back to my own 3d renderer.
http://www.humus.name/Articles/PracticalClusteredShading.pdf
Now they mention that it works with both forward and deferred shading, and that they used deferred shading themselves. But why?
They mentioned two pro-points for deferred rendering:
- Screen Space decals
- Performance
I know nothing about Screen-Space decals, so ok. But what about performance? I fail to see how deferred rendering would be faster with clustered shading than forward rendering. The per-pixel operations are pretty much the same for both forward and deferred implementations.
So am I missing something/Can somebody explain to me why deferred could be any faster than forward rendering, when using clustered shading as mentioned here. As far as I can see, it only adds an additional screen-pass for lighting-calculations, and uses up bandwith via gbuffer-creation/reading.