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Implement deferred rendering in mobile backend #9760

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Lasuch69 opened this issue May 17, 2024 · 1 comment
Closed

Implement deferred rendering in mobile backend #9760

Lasuch69 opened this issue May 17, 2024 · 1 comment

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@Lasuch69
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Describe the project you are working on

None currently :)

Describe the problem or limitation you are having in your project

N/A

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Deferred rendering is a popular way of rendering 3D scenes, used in modern AAA titles and game engines such as Unreal Engine 5. It works by storing normal, position, color etc. in a gbuffer that's later used for light calculations. Doing so, reduces shading overdraw without the need to use depth pre-pass which can be expensive with really detailed geometry and on mobile.

This feature also greatly increases usable lights per object.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Whole geometry pass would be contained inside single renderpass with a BIT of help of subpasses. Which should in theory be optimal for mobile GPUs which utilize tiled rendering.

If this enhancement will not be used often, can it be worked around with a few lines of script?

No.

Is there a reason why this should be core and not an add-on in the asset library?

This is only possible in core.

@Lasuch69
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Lasuch69 commented May 17, 2024

Sorry. I haven't seen this one: #8295

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