Clustered Shading: Difference between revisions
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{{LanguageBar|title=Clustered | {{LanguageBar|title=Clustered shading}} | ||
'''Clustered shading''', sometimes referred to as a "Clustered renderer", is a [[lighting]] technique that allows dynamic [[lights]] to be rendered with [[cheap|little to no performance impact]], similar to a [[deferred lighting|Deferred renderer]]. | |||
'''Clustered | |||
A more in-depth description of clustered shading and documentation on how to utilize it in supported games can be found on the [https://wiki.stratasource.org/lighting/clustered/what_is Strata Source Wiki]. | |||
==Usage== | ==Usage== | ||
=== Source === | === Source === | ||
The following {{Source|1}} games or branches use this technique: | The following {{Source|1}} games or branches use this technique: | ||
* {{strata|4}} | * {{strata|4}} uses Clustered Forwards shading (Forward+) | ||
** {{p2ce|4}} (currently available via {{code|clustered}} beta branch). | ** {{p2ce|4}} (currently available via {{code|clustered}} beta branch). | ||
** {{momentum|4}} (currently available via {{code|0.10.0-pre}} beta branch) | ** {{momentum|4}} (currently available via {{code|0.10.0-pre}} beta branch) | ||
*{{obm|4}} use a hybrid | *{{obm|4}} use a hybrid between forward and deferred clustered shading | ||
== See also == | |||
* [[Deferred renderer]] | * [[Deferred renderer]] | ||
Latest revision as of 14:17, 27 August 2025


Clustered shading, sometimes referred to as a "Clustered renderer", is a lighting technique that allows dynamic lights to be rendered with little to no performance impact, similar to a Deferred renderer.
A more in-depth description of clustered shading and documentation on how to utilize it in supported games can be found on the Strata Source Wiki.
Usage
Source
The following Source games or branches use this technique:
Strata Source uses Clustered Forwards shading (Forward+)
Portal 2: Community Edition (currently available via clustered beta branch).
Momentum Mod (currently available via 0.10.0-pre beta branch)
Operation: Black Mesa use a hybrid between forward and deferred clustered shading