Game Development Reference
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(a) Plain
(b) With transparency
(c) MSAA
(d) Custom shaders
Figure 4.1. We explore tiled forward shading in this article. (a) While tiled deferred
shading outperforms tiled forward shading in the plain (no transparency, no multisample
antialiasing (MSAA)) case by approximately 25%, (b) tiled forward shading enables use
of transparency. Additionally, (c) we can use hardware supported MSAA, which, when
emulated in deferred shading requires large amounts of memory. Furthermore, at 4 ×
MSAA, tiled forward shading outperforms deferred with equal quality by 1.5 to 2 times.
The image shows 8 × MSAA, which we were unable to emulate for deferred rendering
due to memory constraints. (d) Finally, we discuss custom shaders. As with standard
forward rendering, shaders can be attached to geometry chunks. The scene contains
1,024 randomly placed lights, and the demo is run on an NVIDIA GTX480 GPU.
 
 
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