[modhat]Let's not go there please. Console War theorems aren't welcome here. It's an edited image and we accept on faith that people's response here on this board is in response that idea alone, and not because of any bizarro agendas.[/modhat]
why do some of you guy take the little color correction that seriously while you have the realtime video to judge the game?
just wondering, would adding filters to produce those color corrected screens be a significant burden on the machine?
or would it just be a tiny bit of performance impact that gets lost in the midst of all the other things?
If I recall correctly, one of the major benefits of doing differed rendering is that it allows you to do post processing effects cheaply. I could be wrong though.
Let me remind some of you guys how the game really is IN MOTION.
If I recall correctly, one of the major benefits of doing differed rendering is that it allows you to do post processing effects cheaply. I could be wrong though.
Not really, at least not in Killzone's case. On some PC implementations where the device z-buffer isn't easy to access, using deferred rendering means that you've rendered a depth buffer that can be re-used for certain post-processing effects (like Depth of Field or motion blur). However for a PS3 game though I don't see how DR would make post-processing any cheaper than with a forward renderer, once you're post-processing a color buffer it doesn't really matter how you actually rendered that buffer.
The main benefit of DR is usually that you can have high numbers of dynamic lights in a scene. This is because DR decouples lighting from geometry, meaning that the cost of a dynamic light doesn't increase as geometry increases. Instead, the cost of a light is based on low much screen space it takes up. You can see Killzone taking advantage of this in a few places, like how the Helghast helmet eyes are actually a dynamic light source.
Not really, at least not in Killzone's case. On some PC implementations where the device z-buffer isn't easy to access, using deferred rendering means that you've rendered a depth buffer that can be re-used for certain post-processing effects (like Depth of Field or motion blur). However for a PS3 game though I don't see how DR would make post-processing any cheaper than with a forward renderer, once you're post-processing a color buffer it doesn't really matter how you actually rendered that buffer.
The main benefit of DR is usually that you can have high numbers of dynamic lights in a scene. This is because DR decouples lighting from geometry, meaning that the cost of a dynamic light doesn't increase as geometry increases. Instead, the cost of a light is based on low much screen space it takes up. You can see Killzone taking advantage of this in a few places, like how the Helghast helmet eyes are actually a dynamic light source.
The main benefit of DR is usually that you can have high numbers of dynamic lights in a scene. This is because DR decouples lighting from geometry, meaning that the cost of a dynamic light doesn't increase as geometry increases. Instead, the cost of a light is based on low much screen space it takes up. You can see Killzone taking advantage of this in a few places, like how the Helghast helmet eyes are actually a dynamic light source.
The first sentence is right, but not the second. When you have per pixel lighting, the cost of dynamic lighting doesn't really change with geometric complexity.The main benefit of DR is usually that you can have high numbers of dynamic lights in a scene. This is because DR decouples lighting from geometry, meaning that the cost of a dynamic light doesn't increase as geometry increases.
Culling savings are low, because rough front to back rendering with FR already culls most pixels very rapidly. The advantage that you do get is that all pixel pipes in a quad are used for the lighting part.Doesn't it help somehow with culling, therefore allowing more shaders to be used (because nothing not in view is shaded)?
I guess you missed the discussions on and video demonstrations post-processing in the Killzone engine?