snc
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isn't deferred now most popular in modern engines ?
isn't deferred now most popular in modern engines ?
Well if thats the case, we are probably making a big deal of something that isnt much useful in most cases?isn't deferred now most popular in modern engines ?
isn't deferred now most popular in modern engines ?
I think id software often has different approach then "mainstream" (like Virtual texturing in Rage)I thought most engines were moving toward Forward+ as it's more flexible, I believe Doom Eternal and Modern Warfare both used it.
I still havent figured how VRS functions. To me it sounds like the same logic as LOD, applied on a shader level.
isn't deferred now most popular in modern engines ?
according to slide 104 from activision siggraph presentation software vrs is still better than hw even in forward + modern warfare engineDeferred is still probably gonna stay the most popular, but forward (thanks to the rise of compute shaders and modern apis enabling "forward+" and clustered forward) is making a big resurgence. Deferred has huge memory/bandwidth costs and is harder to anti alias, among other drawbacks, but gives high performance for many lights and comes with stuff like a depth buffer for "free" so certain effects are much more universal in deferred renderers (good decals, some post processing, etc). Forward is (conceptually) straightforward, "easy" to produce a super clean image with, handles transparency well by default, but requires complex culling and binning setups to even kinda work fast enough in a real world case.
There are increasingly many big AAA games based on forward renderers again. Modern Warfare and Doom Eternal are very noteworthy clustered forward games -- they look great and run amazingly fast compared to similar titles. It will continue to grow going forwards.
according to slide 104 from activision siggraph presentation software vrs is still better than hw even in forward + modern warfare engine
https://research.activision.com/pub...able-rate-shading-in-call-of-duty--modern-war
but it seems this hardware vrs is better for very specific cases if in deffered rendering and even forward + in modern warfare software variation is betterYeah, for their renderer. Custom solutions beat hardware solutions all the time -- rendering is about tradeoffs, and when you hardware accelerate some feature you're enshrining a specific tradeoff in hardware. Much faster way to use that particular trick, but if its not the right one for your renderer then it might be faster in the end to roll your own. Same thing will happen for mesh shaders, 'geometry engine', and every other cool hardware feature on some games.
That's just not a conclusion you can draw from the information we have. There's no monolithic "forward +" -- its the name of a general technique. Each renderer works differently. Renderers all butt up against bandwidth, clock speed, cus, etc, at all times, and choose how to balance what they have. Searching tech talks for gotchas isn't a productive way to have a discussion.but it seems this hardware vrs is better for very specific cases if in deffered rendering and even forward + in modern warfare software variation is better
My conclusion wasn't about general forward+ vrs but facts are that most popular deffered engines prefers software vrs and bigest aaa game using forward + also prefer software vrs.That's just not a conclusion you can draw from the information we have. There's no monolithic "forward +" -- its the name of a general technique. Each renderer works differently. Renderers all butt up against bandwidth, clock speed, cus, etc, at all times, and choose how to balance what they have. Searching tech talks for gotchas isn't a productive way to have a discussion.
yep, things are looking great for adoption of VRS of all kinds, on all platforms. The technique is definitely here to stay, and will result in better performing games across the board.My conclusion wasn't about general forward+ vrs but facts are that most popular deffered engines prefers software vrs and bigest aaa game using forward + also prefer software vrs.
Even the Coalition document the pros and cons of VRS when they updated Gears 5.My conclusion wasn't about general forward+ vrs but facts are that most popular deffered engines prefers software vrs and bigest aaa game using forward + also prefer software vrs.
I mean, if we're going to talk about VRS, here are AMD notes on it, since this won't apply to Nvidia hardwareEven the Coalition document the pros and cons of VRS when they updated Gears 5.
They also explain the benefit of using combination of the two.
The fact is if you have the hardware your not loosing out, it's just positives all around.
As well as the possibility for it to be used in other ways.
My conclusion wasn't about general forward+ vrs but facts are that most popular deffered engines prefers software vrs and bigest aaa game using forward + also prefer software vrs.
isn't deferred now most popular in modern engines ?
The game uses tile-based deferred rendering
looking at this list I'm not surprised Sony didn't invest into hw vrsUnreal Engine use deffered rendering, Cry Engine use deffered rendering, Unity use forward rendering by default but a deffered path exist, Frosbite use deffered rendering, Rockstar North games use deffered rendering. The engine at Sony use mostly deffered rendering (Decima Engine, Naughty Dog engine, Sucker Punch, Sony Santa Monica, Sony San Diego, if I remember well Insomiac engine too).
https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/
EDIT:
https://www.destructoid.com/stories...-engine-made-fallout-4-so-pretty-319051.phtml
ID software use forward rendering but bethesda Fallout engine use deffered rendering.
https://forum.beyond3d.com/posts/2193207/Why are people acting like hardware VRS has no use in a deferred engine? Gears 5 is using hardware VRS and runs in Unreal Engine.