I'm looking to create a small game engine, though my main focus is the renderer.
I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else?
Here are my current goals:
I want to keep middleware to a minimum
I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding.
I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway
I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card
PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps)
I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand.
I don't want to use any static lighting. I have good reasons which I'd be happy to explain.
So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"?
Thank you for your time.