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fatslob-:O said:
megafenix said:

See, only a minute and you read the tweet?

what i brought is a fact, go read it yourself if you doubt it

 "

Deferred rendering needs multiple framebuffers. We also store GPU computed intermediate buffers there for faster access.

"

It's more accurate for Shin'en to say that "Deferred rendering needs Multiple Render Target" rather than multiple framebuffers. Render to Target Textures in deferred rendering is used to compute multiple lights in a single pass. Framebuffers are meant to store the final colour and I doubt the WII U has an efficient way of ordering fragments in a UAV to make use of multiple framebuffers for fast but also accurate OIT ... 

English is not their first language, it could be a translation mistake.

So would these "render targets" be stored in eDRAM? Cos according to them the whole reason they upgraded to a deferred rendering solution with their new engine was due to the Wii U's large eDRAM making it doable at 60fps.