Clustered Shading: Difference between revisions
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== Differences from deferred renderer == | == Differences from deferred renderer == | ||
The differences with deferred is that clustered can be implemented in both forward and deferred renderers. This also allows the usage of sharper, but more [[expensive]] [[Anti-aliasing#MSAA|MSAA]] anti-aliasing (which are harder to implement or simply unfeasible on deferred renderer). | The differences with deferred is that clustered can be implemented in both forward and deferred renderers. This also allows the usage of sharper, but more [[expensive]] [[Anti-aliasing#MSAA|MSAA]] anti-aliasing (which are harder to implement, poor results with lower performance or simply unfeasible on deferred renderer). | ||
{{Todo|More?}} | {{Todo|More?}} | ||
Revision as of 07:57, 21 May 2025


Todo: Document bit more about this technique.
Clustered rendering (or Clustered shading), is a technique, similar to Deferred renderer, allows dynamic lights to be rendered with little to no performance impact.
Differences from deferred renderer
The differences with deferred is that clustered can be implemented in both forward and deferred renderers. This also allows the usage of sharper, but more expensive MSAA anti-aliasing (which are harder to implement, poor results with lower performance or simply unfeasible on deferred renderer).
Todo: More?
Usage
Source
The following Source games or branches use this technique:
Strata Source
Portal 2: Community Edition (currently available via clustered beta branch).
Source 2
- N/A