Clustered Shading: Difference between revisions

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* {{strata|4}} use cluster forwards render (forwards+)
* {{strata|4}} use cluster forwards render (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}} 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 render between cluster deferred render and cluster forwards render



Revision as of 13:49, 16 June 2025

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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:

Source 2

  • N/A

See also