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by jsheard
3382 days ago
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There is one major difference in terms of graphics programming - deferred rendering doesn't work well in VR since it's incompatible with proper multisampled antialiasing, and the edge-detect and/or temporal AA methods typically used instead are too blurry when combined with the low perceived resolution of today's VR headsets. For this reason there's been a trend back towards forward rendering, with some modern twists to efficiently handle many dynamic lights like deferred does. UE4 for example: https://docs.unrealengine.com/latest/INT/Engine/Performance/... | https://youtu.be/6kfMVxNSowM?t=3046 |
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That's a significant limitation for a modern technique.
Here's the full algorithm for anyone curious:
> The Forward Renderer works by culling lights and Reflection Captures to a frustum-space grid. Each pixel in the forward pass then iterates over the lights and Reflection Captures affecting it, sharing the material with them. Dynamic Shadows for Stationary Lights are computed beforehand and packed into channels of a screen-space shadow mask, leveraging the existing limit of 4 overlapping Stationary Lights.