DR isn't magic. Look at Crysis or Doom 3: Both games don't use DR and have nice lighting and shadowing.I have a question, is Guerilla's choice of going down the deferred rendering path, the primary reason why Killzone 2 looks as good as it does?
Ie it allows for complex lighting and high levels of geometry etc.
DR helps you to reduce pixel shader work. When you create the G-Buffer, your scene is finished. The next stage (Lighting/Shading) is some kind of post-processing. And you do it on visible pixels only.
But look on Crysis or Doom 3 (and many other titles): These games use another methods to shade visible pixels only. Crysis creates a very complicated Depth Buffer, Doom 3 does its Early-Z thing.
You should not forget, that Guerilla has dropped some goodies:
I was at the presentation yesterday. Some interesting ideas. Overall, dropping HDR, 4X MSAA for 2X, using only 12 (6) taps on 512x512 shadowmaps for the main directional light, dropping specular color for materials, dropping directional lightmaps, dropping shadows and per-pixel lighting on particles, only one lighting model for the entire world, for the sake of more lights (actually, for the sake of lighting performance non-dependent on the geometry but only on fragments lit which would be desirable) didn't seem worth it to me.
But I still hold to the idea of Deferred Rendering, the architecture is so simple and natural it hurts it's not a win this generation. I'm sure I can go deferred without sacrificing flexibility for the artists when DX10.x like hardware is standard on consoles too.
Ah, The Art Of Cryisis presentation was absolutely ace, the most interesting I've seen in years and I was the only coder in it. Those guys know their stuff.
And with regards to 360 games using full deferred rendering, apparently 360 titles have to use the edram (contains the render output units) so they can't create a G buffer in the 512 main ram, and render from there. So basically while deferred rendering is possible on the 360, there's no advantages in doing so.
So does this put the Xenos architecture at a disadvantage? Or can the 360 match it with optimised forward rendering?
http://forum.beyond3d.com/showthread.php?t=48155