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#rendering id Software moved to #Deferred rendering for Id Tech 8 as it proved more performant than their #Forward+ solution. About 26% faster opaque pass #gdc #gamesev

17,527 次观看 • 7 个月前 •via X (Twitter)

7 条评论

NOTimothyLottes 的头像
NOTimothyLottes7 个月前

@idSoftware I admire the idSoftware folks, but apples to oranges, the total frame time of 2016&Eternal was way lower than idTech8 [won't find idTech8 running on Switch 1 for example]. Would be nice if someone would pickup the 240 Hz baton from where idTech7 left off.

Бодя Недоброзвичайні 的头像
Бодя Недоброзвичайні7 个月前

@idSoftware Still amazes me that they decided to do it at the end of the game's development

STARasGAMES 的头像
STARasGAMES7 个月前

@idSoftware I guess deferred only works for PBR shading? I feel like forward rendering is so much more versatile and the only option for stylized graphics.

Hysterical Brook 的头像
Hysterical Brook7 个月前

@idSoftware I guess no VR now.

Yunus Kaya 的头像
Yunus Kaya7 个月前

@idSoftware Yeah but deferred was already faster for opaque passes. How are they handling transparency, is it still more efficient then? I guess it wouldn't matter for a game like doom with little to no transparent/subsurface scattering materials. Its all very situational

SilentGear 的头像
SilentGear7 个月前

@idSoftware Wow bruh, Killzone 2 did it on ps3 17 years ago

Sadi Moodi 的头像
Sadi Moodi7 个月前

26% faster opaque pass is solid, but deferred's real win is lighting scalability. Forward+ struggles when you hit 1000+ dynamic lights per frame - deferred keeps it linear. The tradeoff: G-buffer memory bandwidth. Id's probably using packed normals + roughness/metallic to keep it under 4GB VRam. Worth it for open worlds.

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