Are you referring to the fact you can't alpha blend a G-buffer directly?
Sure, why not. Transparency requires a forward pass with deferred rendering, no?
Are you referring to the fact you can't alpha blend a G-buffer directly?
Well if its not what you meant I'd like to know, since I've never heard of performance problems with translucent geometry on deferred.Sure, why not. Transparency requires a forward pass with deferred rendering, no?
Well if its not what you meant I'd like to know, since I've never heard of performance problems with translucent geometry on deferred.
There seems to be some stuttering included, though?HBCC gives good gains on Unity's Adam benchmark, too good in some places.
Performance vs accuracy trade-off. Forward faster and deferred required to hold many overlapping samples to compute accurately.I'm not a professional programmer, and I don't work in the games industry, so I could easily be wrong. My general understanding was that handling transparency was one of the tradeoffs of the deferred approach. Maybe it's not a performance issue. You can correct me.
I just experiment a little myself and have stuck to forward rendering. Which is why I'm interested in what you heard, I've only read about deferred techniques and was hoping to learn something new.I'm not a professional programmer, and I don't work in the games industry, so I could easily be wrong. My general understanding was that handling transparency was one of the tradeoffs of the deferred approach. Maybe it's not a performance issue. You can correct me.
What technique is this, I'm only familiar with a separate pass for alpha on a separate buffer?and deferred required to hold many overlapping samples to compute accurately.
Roughly Intel's PixelSync, where x closest samples are stored and subsequent samples compressed into the bottom. What's occurring with the order independent transparency. More of a blending technique than forward/deferred.What technique is this, I'm only familiar with a separate pass for alpha on a separate buffer?
One of the rare cases where I have heard deferred path to be used for transparent surfaces is in Inferred Lighting. (Red Faction: Armageddon, Saints Row 3)What technique is this, I'm only familiar with a separate pass for alpha on a separate buffer?
I think I remember reading that forward+ has more register pressure than deferred, do you know if this is true?Forward+ is coming quite common as it allows proper lighting.
Do not know, sorry.I think I remember reading that forward+ has more register pressure than deferred, do you know if this is true?
Interesting. That's a good 15-20% uplift and in spite of on average a bit lower clock-speed as well...HBCC gives good gains on Unity's Adam benchmark, too good in some places.
Do not know, sorry.
Coincidentally that doom presentation brings up VGPR pressure as an issue, but makes no mention of deferred as a comparison.For particle lighting separate lighting cache/texture pass is becoming quite common as well. (Doom)
One of the rare cases where I have heard deferred path to be used for transparent surfaces is in Inferred Lighting. (Red Faction: Armageddon, Saints Row 3)
http://www.gdcvault.com/play/1014525/Lighting-the-Apocalypse-Rendering-Techniques
Most games just use forward pass for transparent surfaces. (Forward+ is coming quite common as it allows proper lighting.)
For particle lighting separate lighting cache/texture pass is becoming quite common as well. (Doom)