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zarx said:
Triple buffering refers to the frame buffer Vsync not the Gbuffer. You can use triple buffering on a forward renderer just as well as a deferred one. There were a whole bunch of games that used deferred rendering on PS360, in fact most AAA games since about 2007 have used some variation of differed rendering. And crytek are not referring to bandwidth with that comment but rather memory capacity, as in 32MB is too small to put everything into so they had to pick and choose what they would put into it .

MSAA is possible to implement on a differed renderer but it is insanely expensive as you have to apply it to every single render target. You will never see that implemented on consoles but some games on PC do support differed MSAA.


yea, i read the tweets again and most likely are triple framebuffers. As for deffered rendering being used in ps3 and 360, well, from what i have read there were not vastly used and developers would have to do some workarounds to get it to work, in ps3 they used the spus(seems they had to use 5 in killzone)

http://www2.disney.co.uk/cms_res/blackrockstudio/pdf/BlackRockStudioTechnology_Deferred_Shading.pdf

Here some developers had to dismiss the deffered rendering as the gbuffer required 12MB of edram and xbox 360 only had 10MB of it, no to mention that those 10MB were needed for the framebuffer of 720p

 

 

here is another article were they seemed to have acheved the deffered rendering in ps3 nd 360 but by using some implementation tricks to reduce the memory bandwidth requirements but  that could mean more shader power that would normallybe required if you did it in the normal way

http://webstaff.itn.liu.se/~perla/Siggraph2011/content/talks/18-ferrier.pdf

 

I am not saying that its impossible to use this technique on the last consoles, but clearly the implementation isnt stright forward and could mean that they would use more shader power as they are using to many spus(ps3 is using 5 spus for this techqiue) and the xbox 360 is using parallelism in the gpu and hep from the cpu. In a normal implementation of this tecnique you would not require this much shader power, the implementation in this way may still be better than forward rendering and would still save up shader power, but doesnt look like it would have the performance that it would give in a console with enough memory bandwidth to use it without these workarounds