Killzone Week - Day Two: Deferred Rendering and More Analysis

For a deferred lighting renderer, the entire frame is broken down into several render targets/frame buffers that each describe particular surface properties in the scene and are then combined (or used in other post-processing effects) for the final image. Compare this to a multi-pass forward renderer, which considers the scene multiple times depending on the number of lights, looking at each light that affects each object on-screen. It can be seen how the process does not scale well as the number of lights increases in the scene – inefficiencies are prominent when overdraw comes into play as objects that are occluded are still rendered despite being invisible.

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GameGambits3522d ago

Woah I almost started watching these vids then I realized this is major spoilers.

If you do not want to be spoiled do not watch these.