Talk:Clustered Shading: Difference between revisions
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I might create a guide on implementing a clustered renderer to Source SDK 2013 soon. [[User:GuestSneezePlayz|GuestSneezePlayz]] ([[User talk:GuestSneezePlayz|talk]]) 07:55, 30 June 2025 (PDT) | I might create a guide on implementing a clustered renderer to Source SDK 2013 soon. [[User:GuestSneezePlayz|GuestSneezePlayz]] ([[User talk:GuestSneezePlayz|talk]]) 07:55, 30 June 2025 (PDT) | ||
== Reason for change / mass edits == | |||
The technique is Clustered Shading. It is implemented inside a forward or deferred renderer. Just because it does a similar thing to a deferred renderer does not mean it's in a similar class, as Clustered is implemented into a either a forward or deferred renderer (source: https://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf ) Similarly, Clustered can only be implemented in DX11, and therefore cannot be implemented in SDK 2013 as that is DX9 only. These are my reasons for the edits and move. If you have any complaints, state them here, and notify me on my talk page. -[[User:Equalizer5118|Equalizer]], aka the better pickaxe ([[User talk:Equalizer5118|talk]]) 22:28, 2 July 2025 (PDT) |
Revision as of 22:28, 2 July 2025
I might create a guide on implementing a clustered renderer to Source SDK 2013 soon. GuestSneezePlayz (talk) 07:55, 30 June 2025 (PDT)
Reason for change / mass edits
The technique is Clustered Shading. It is implemented inside a forward or deferred renderer. Just because it does a similar thing to a deferred renderer does not mean it's in a similar class, as Clustered is implemented into a either a forward or deferred renderer (source: https://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf ) Similarly, Clustered can only be implemented in DX11, and therefore cannot be implemented in SDK 2013 as that is DX9 only. These are my reasons for the edits and move. If you have any complaints, state them here, and notify me on my talk page. -Equalizer, aka the better pickaxe (talk) 22:28, 2 July 2025 (PDT)