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@snacks@netzsphaere.xyz

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)

  • @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!

    Open ##5479049

  • @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

    Open ##5479059