I think there is a little problem that everything beyond forward rendering is called deferred rendering (I do it as well), but there are a lot of differences.
PowerVR is doing deferred rasterization. they transforms and roughly sort triangles into tiles (like 32x32 pixel). on 'flip' they then go through the tiles and rasterize the triangles. that way they can save for each pixel what tri was the nearest and in the end just shade this one fragment. even sorting individual fragments is possible for proper alphablending.
one big advantage was proper alpha sorting and that's really expensive to do it right in forward rasterization.
KZ2 does all the shading etc. from the G-Buffers. On 360 there is no real advantage of pure deferred stuff (even disadvantage i'd say), so I'd guess GTA4 is just doing part of their rendering deferred. like calculating that dithered shadowmask (like crysis does). Rendering the shadowcasting lightsources forward. then additionally rendering all other lightsources deferred, either saving g-buffer normals or (faster but inaccurate) generating normals from the depthbuffer.I want to ask this what's the difference between deferred rendering say in Killzone 2 and GTA4?
deferred shading is a tech out of the deferred rendering 'magic box'Is deferred shading and deferred rendering means the samething?
the memory footprint was not really lower, but the bandwidth cost was.Also what's the different between how PowerVR implement their deferred rendering to say something like Killzone2. What did PowerVR do differently in their implementation to get away with lower memory footprint and bandwidth requirement (Dreamcast argument) compare to minuses of a deferred renderer like Kilzone 2?
PowerVR is doing deferred rasterization. they transforms and roughly sort triangles into tiles (like 32x32 pixel). on 'flip' they then go through the tiles and rasterize the triangles. that way they can save for each pixel what tri was the nearest and in the end just shade this one fragment. even sorting individual fragments is possible for proper alphablending.
some are, others not really. saving all the tris is expensive, saving pointers to the tris in the tiles might nowadays exceed the amount of pixels, which might result in bigger buffers than the actual framebuffers are. adding a z prepass might cull as effective as deferred rasterization would for the final fragment shading work.Are the PowerVR implementation advantages remained the same in this shader era?
one big advantage was proper alpha sorting and that's really expensive to do it right in forward rasterization.