4 ms·
(I havent read the whole article, but havent seen other replies mention this) Unreal uses an architecture called deferred rendering[1]. It's more complex, but
by pfranz 9y ago
(I havent read the whole article, but havent seen other replies mention this)
Unreal uses an architecture called deferred rendering[1]. It's more complex, but allows for a lot more tricks and the main benefit is that lighting performance is closer to constant, instead of increasing or decreasing with how many lights you have.
Forward rendering is the simpler alternative[2]. For Unreal, they had a forward renderer for mobile and were introducing one as an option for VR since the minimum frame time can be shorter.
[1] https://en.wikipedia.org/wiki/Deferred_shading https://en.wikipedia.org/wiki/Deferred_shading
[2] https://gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342 https://gamedevelopment.tutsplus.com/articles/forward-render...
- robbies 9y agoBut now the industry is moving away from pure deferred, as it scales poorly with higher resolutions. 4K, high res mobile devices, VR...
- izym 9y agoIn deferred rendering the cost of lighting is still dependent on the number of lights. In forward rendering it is dependent on both the number of lights as well as the scene geometry. You can apply various additional techniques to make each light much cheaper though.
- subwayclub 9y ago"Forward+" is the typical term for the newer style of forward rendering which includes a special pass for optimizing large numbers of lights(the most appealing part of deferred).