Clustered Shading: Difference between revisions
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{{Todo|Document about this technique.}} | {{Todo|Document bit more about this technique.}} | ||
'''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]]. | |||
== 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). | |||
{{Todo|More?}} | |||
==Usage== | |||
=== Source === | |||
The following {{Source|1}} games use this technique: | The following {{Source|1}} games use this technique: | ||
* {{p2ce|4}} (currently available via {{code|clustered}} beta branch). | * {{p2ce|4}} (currently available via {{code|clustered}} beta branch). | ||
=== Source 2 === | |||
* N/A | |||
[[Category:Graphics]] | [[Category:Graphics]] |
Revision as of 07:12, 19 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 or simply unfeasible on deferred renderer).
Todo: More?
Usage
Source
The following Source games use this technique:
Portal 2: Community Edition (currently available via clustered beta branch).
Source 2
- N/A