Clustered Shading: Difference between revisions
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{{LanguageBar|title=Deferred lighting and Deferred shading}} | |||
{{Todo|Document bit more 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]]. | '''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]]. |
Revision as of 07:18, 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