Why is forward rendering inherently superior to deferred rendering?
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Why is forward rendering inherently superior to deferred rendering?
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>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.
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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?
yes
Why does this amd chink claim the exact opposite then?
Apart from frame timings of course.
Each technique has their own pros and cons. Check this, its not TL:DR
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polygones are pure shit. Those bushes is the bottom left look awful in the second screenshot. Voxel are so much better than this trash
No, I'll just reboot my PC.
are you using duckduckgo?
Top one looks worse, looks like it's made out of clay.
When will this darker = better meme end?
kek, fuck off.
>30 fps youtube video
>recording a monitor and uploading it as a 30 fps youtube video
>Look how shit those graphics look
>720p jewtube video
or
>look there is no difference
>800x600
>.jpg
Every time.
Defered lighting/rendering allows allows for as many lights as you can process rather than whatever hard limit the hardware has like 16 lights or some shit. However deferred lighting is basically a glorified screen-space effect and breaks many rendering effects like mirrors and MSAA. The benefits is that defered can better integrate with many other screenspace effects, and unlimited lights.
With forward you can avoid the lights limitation with backed lighting, IIRC
>backed lighting
???
*baked
>Why is forward rendering inherently superior to deferred rendering?
It's not. It just has many benefits, like being able to utilize MSAA with a bunch of shaders and shit, providing sharper image quality.
If you however want to use tons of realistic, dynamic lights and shadows, Deferred provides MUCH superior performance.
Even AAA uses mostly baked lighting to this very day (see: Zoom Eternal).
>Yas Forums in charge of understanding video game tech
>Posts a picture where deferred rendering is better
t. tasteless normalfag
add 5 dynamic lights to the scene and forward rendering breaks down.
Add defered rendering and MSAA breaks down.
It's not like pretty much every projectile emits a light, right...?
Therefor it has lots of alternative AA solutions like TXAA.
yes but the game runs amazingly by using a lot of other tricks like chromatic aberrations and grain filtering to hide a lot of low res textures
still visually amazing
He’s right, though. The pic really doesn’t support the statement.
But they generally aren't as good as MSAA and tend to blur the shit out of the image
UE4 Docs:
Known Issues & Common Questions
The following features are not supported while using the Forward Renderer:
Screen Space Techniques (SSR, SSAO, Contact Shadows)
Dynamically Shadowed Translucency
Translucency receiving environment shadows from a Stationary Light
MSAA on D-Buffer Decals and Motion Blur
>txaa (or any other aa that isn't msaa)
If I wanted vaseline screen blur I'd play my N64.
So now downside?
Forward has its own techniques for translucency and it's more efficient for it than deferred btw.
I'd rather have a minimally more blurry image, wich you don't even really notice when in motion, if it means more lighting effects.
I mean sure, if you prefer to stand around and admire wall corners in games, then MSAA is for you.
No Screen Space Techniques (SSR, SSAO, Contact Shadows)
is quite a strong downside imo.
Also just checked something.
Raytracing is also not supported in the forward renderer.
>inb4 muh raytracing meme.
>Minimally
10+ years of blurry games dissagre with you
sure looks instantly noticable worse, not
Not him but it shows on fences and foliage the most. Textures also get muddy with some kinds of AA.
Also comparing graphics on 240x240 compressed images is quite dumb, don't you think?
You just killed this thread.
I hope you are happy.
>Nvidia
What an unbiased source you have here
>STALKER in all its glory
>Tasteless normalfag
k
>user learns a new word and starts evangelizing something he doesn't understand
what else is new
the type of renderer used only has a tangential relation to the game's "visual style".
>Deferred shading is ba-
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Runs just as well on a 360 with no transformative downgrades, and 60 FPS games on the 360 were few and far between.
what's even the difference lmao shit all looks the same
Forward+ solves this limitation.
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MSAA is no argument for forward shading, as even they barely benefit from it anymore. MSAA doesn't work on transparencies and shaders.
Really, blur is the best solution until we can just brute-force with 4K+
Deferred rendering doesn't do naything to mirrors or MSAA, just makes them too expensive for most uses.
Baked lighting is just a texture, no light calculations involved at render time.
Forward+ is probably the future with RTX. G-buffers quickly saturate the memory. Deferred shading was a nice solution when we were doing rudimentary PBR.
Vulkan itself is pretty awesome, but i never heard of this forward+ renderer. Is this just this one guys' university project?
No basically its Volume Tiled Forward Shading, this is just a vulkan port of it.
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it isn't
google the differences between the two
Stencil shadows are the most aesthetically pleasing shadows.
damn, this is amazing.
Because it supports MSAA, the only kind of AA worth using.
Good taste user
Unfortunately it wont be recognised by retarded AAA devs, same reason raytraced audio got forgotten even tho it was not that demanding back in 2011. youtube.com