fatslob-:O said:
You still don't know what it does and that's all that matters ... You are severely ill-informed about this subject since it relates to almost nothing about performance ... |
??
really, then that means you didnt even bother to read the entire article at all cause i am not the one thats says that but developers themseleves
here
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Deferred+Shading
"
What is Deferred Shading?
Deferred shading is an alternative approach to rendering 3d scenes. The classic rendering approach involves rendering each object and applying lighting passes to it. So, if an ogre head is affected by 6 lights, it will be rendered 6 times, once for each light, in order to accumulate the affection of each light.
Deferred shading takes another approach : In the beginning, all of the objects render their "lighting related info" to a texture, often called the G-Buffer. This means their colours, normals, depths and any other info that might be relevant to calculating their final colour. Afterwards, the lights in the scene are rendered as geometry (sphere for point light, cone for spotlight and full screen quad for directional light), and they use the G-buffer to calculate the colour contribution of that light to that pixel.
See the links in Further Reading section to read more about it. It is recommended to understand deferred shading before reading this article, as the article focuses on implementing it in ogre, and not explaining how it works.
Deferred Shading Advantages
The main reason for using deferred shading is performance related. Classing rendering (also called forward rendering) can, in the worst case, require num_objects * num_lights batches to render a scene. Deferred shading changes that to num_objects + num_lights, which can often be a lot less.
Another reason is that some new post-processing effects are easily achievable using the G-Buffer as input. If you wanted to perform these effects without deferred shading, you would've had to render the whole scene again.
Deferred Shading Disadvantages
There are several algorithmic drawbacks with deferred shading - transparent objects are hard to handle, anti aliasing can not be used in DX9 class hardware, additional memory consumption because of the G-Buffer.
In addition to that, deferred shading is harder to implement - it overrides the entire fixed function pipeline. Pretty much everything is rendered using manual shaders - which probably means a lot of shader code.
"
or perhaps you would prefer
"
Deferred Rendering Pro
• Complexity
• Shades only visible pixels
• Few shaders
• Post-processing stuff ready
• Lots and lots of Lights!
Deferred Rendering Con
• Lots of memory
• Bandwidth!
• Transparency
– G-buffers store one value per pixel
• Antialiasing
– MSAA
"
about what i think thshinen is refering to, well, if you at least check what a buffer is and why developers tend to use double buffering for the framebuffer then you would udnesrtand why i mentioend that about their comment on the triple buffering; if you have any other ideas then just tell us
"
@HylianCIA We have a couple of failbacks to keep it stable. Triple Buffering also helps to get rid of peaks before anyone can notice.
"
tell us what they are trying to mean in that paragraph if you do really know instead of just awaiting for the response of others and telling them they are wrong and dont even mention why