Why is forward rendering inherently superior to deferred rendering?

Why is forward rendering inherently superior to deferred rendering?
youtube.com/watch?v=SJ7P38pfsbg

Attached: 1584805792769.jpg (512x805, 189.52K)

Other urls found in this thread:

nsfwyoutube.com/watch?v=SJ7P38pfsbg
gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342
images.nvidia.com/geforce-com/international/comparisons/watch-dogs-2/watch-dogs-2-multisample-anti-aliasing-interactive-comparison-001-4x-txaa-vs-4x-msaa.html
youtube.com/watch?v=97qCFh77Ldk
youtube.com/watch?v=ZLNDfPxhqdE
youtube.com/watch?v=nyItqF3sM84
youtube.com/watch?v=buU8gPG2cHI
twitter.com/NSFWRedditGif

>want to use forward rendering in ue4
>only supported on dx11
fuck i wanted to make a game for old hardware since it runs way faster

has youtube disabled embedded videos for other sites, doesn't seem to work anymore, i've tested it on.
nsfwyoutube.com/watch?v=SJ7P38pfsbg and get the same error

dynamic lightning > static lightning

don't @ me

@500208394
No shit Sherlock

@500208394
Clear, sharp visuals > A blurry mess

>MUH GWAFFIX

Sounds like a (You) problem.
Phoneposter i assume

I always thought deferred rendering allowed for much higher fidelity like a massive amount of lights while having very little perfoamnce impact?
Isn't that why alien isoliation runs so incredibly well while looking amazing?

Attached: AI 2018-07-28 20-51-23-12.jpg (3620x2036, 786.95K)

yes