Clustered Shading: Difference between revisions

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(Its clustered shading, which can be implemented in a forward or deferred renderer. Not possible in 2013, requires dx11, which requires core engine code access. Before publishing info people may take as fact, do some fact checking. The primary source game that it is used in that needs documentation for modders (strata) already has it on its wiki, linked to it. Source for page namr change: Chalmers University of Technology)
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{{LanguageBar|title=Clustered rendering}}
{{LanguageBar|title=Clustered shading}}
{{Todo|Document bit more about this technique.}}
'''Clustered shading''' 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 rendering''' (or '''Clustered shading'''), is a technique, similar to [[deferred lighting|Deferred renderer]], allows dynamic [[lights]] to be rendered with [[cheap|little to no performance impact]].
 
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].


== 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, poor results with lower performance or simply unfeasible on deferred renderer).
{{Todo|More?}}


==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}} use cluster forwards render (forwards+)
* {{strata|4}} useses Clustered Forwards shading (forwards+)
** {{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 render between cluster deferred render and cluster forwards render
*{{obm|4}} use a hybrid between forward and deferred clustered shading
 
=== Source 2 ===
=== Source 2 ===
* N/A
* N/A
==Implementing it into Source SDK 2013==
{{Todo|Any ways to implement it? (if it's even possible?)}}


=== See also ===
=== See also ===

Revision as of 22:16, 2 July 2025

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Clustered shading 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:

Source 2

  • N/A

See also