Comment by garaetjjte
18 hours ago
>I have always heard that MSAA doesn't work well with deferred rendering which is why it is not longer used
Yes, but is deferred still go-to method? I think MSAA is good reason to go with "forward+" methods.
18 hours ago
>I have always heard that MSAA doesn't work well with deferred rendering which is why it is not longer used
Yes, but is deferred still go-to method? I think MSAA is good reason to go with "forward+" methods.
Even when using forward+ style rendering it's still common for certain effects to get handed off to deferred passes, which precludes easily supporting MSAA anyway. For example the recent Doom and Call of Duty games use that hybrid approach, so you won't find MSAA support in them despite their use of forward shading.
It's very rare for games to be 100% forward nowadays, outside of ones specifically built for VR or mobile.
From what I have heard, forward is still used for games that are developed especially for VR. Unreal docs:
>there are some trade-offs in using the Deferred Renderer that might not be right for all VR experiences. Forward Rendering provides a faster baseline, with faster rendering passes, which may lead to better performance on VR platforms. Not only is Forward Rendering faster, it also provides better anti-aliasing options than the Deferred Renderer, which may lead to better visuals[0]
This page is fairly old now, so I don't know if this is still the case. I think many competitive FPS titles use forward.
>"forward+" methods.
Can you expound on this?
[0] https://dev.epicgames.com/documentation/en-us/unreal-engine/...
Can you expound on this?
"forward+" term was used by paper introducing tile-based light culling in compute shader, compared to the classic way of just looping over every possible light in the scene.