this post was submitted on 06 Jul 2023
14 points (100.0% liked)
GameDev
2764 readers
1 users here now
A community about game development.
Rules:
- Adhere to the general lemmy.blahaj.zone rules (#1 being no homophobia, transphobia, racism or other exclusionary content)
- Self-promotion is fine as long as it's not spammy - share your progress, insights, techniques and mishaps! If you recently posted, update the previous post instead of filling the frontpage with your project
- Hide NSFW/NSFL content behind a clear warning, for example: [NSFW Nudity]
More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Usually renderers do a z pre-pass to eliminate overdraw. Real reason for deferred shading to be faster would be lights. In normal forward, every light has to be accumulated for every pixel. And this problem is solved today with clustered shading (aka forward+). Link to paper: https://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
In short, these days deferred shading is slower because of memory bandwidth.