Traditional Lighting

Some sort of 2D halo effect applied around secondary, static lights on the final image, I think.
 
It seems by saying true dynamic lights, it is implied that they cast shadows. but that doesn't seem to be the case in Dirt or in many games for that matter!

However Dirt uses many fake light sources .. the supposed source just glows without actually casting lights around itself. so what AMD here does is making it cast light, but still with no shadows.

The significance for what AMD is trying (or was trying) to do in Dirt is that they wanted to replace deferred rendering techniques with traditional forward renderers while still maintaining a high count for light sources. they were trying to solve the issue of high MSAA cost with deferred renderers.

They use a list for all possible lights in the scene, and then sort out their area of affection through a Direct Compute culling algorithm .. don't know how far they are willing to push that forward, but it doesn't seem to be gaining traction.
 
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