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curl-6 said:

Tiling is still an imperfect workaround compared to a single pass.


Tiling is generally preferable anyway. Most deffered renderers in modern games use a tiled aproach on all platfoms. Frostbite, UE4 and Cryengine all use a tiled deferred renderer. Even forward renderers are moving to a tiled aproach. Forza Horizon 2 and The Order: 1886 both use a tiled forward renderer. The advantage of using a tiled forward renderer is that you can cull lights from individual tiles minimising the cost of having lots of lights in a scene while maintaning the advantages of forward rendering.

 



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