2026-11-04 11:02 UTC
@mia@movsw.0x0.st all the games that have really impressed me with optimization recently where forward rendered. Starting to think deferred rendering was a mistake for anything with action
Replies (2)
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@mia@movsw.0x0.st 2026-11-04 11:32
@snacks@netzsphaere.xyz not quite. what you’re thinking of is really tiled forward rendering, which uses compute shaders to process light sources using a tile-based approach. compute shaders didn’t exist during the s.t.a.l.k.e.r. era when deferred shading techniques became more popular. this was even before unified shader models!
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@icedquinn@blob.cat 2026-11-04 11:35
@snacks@netzsphaere.xyz @mia@movsw.0x0.st deferred lighting does/did add quite a bit of GPU load. makes some high quality lighting easier to reason about in the code but it deffo has a cost