Good for XBOne, and nice also to see a dev willing to explore different possible interactions between higher level SW and low level and HW to find the optimal use of the latter. If you followed the link to the explanation of deferred shading you'll have read that it's quite memory-intensive (and if you searched more you'll have seen that workarounds to make z-buffering work with transparencies too will just consume even more memory and computing power), so finding the best use of eSRAM must have been quite tricky, not being enough to store every part. So, well deserved grats to Project CARS devs.







