Clustered Shading: Difference between revisions
Jump to navigation
Jump to search

No edit summary |
No edit summary |
||
Line 12: | Line 12: | ||
* {{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


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:
Strata Source use cluster forwards render (forwards+)
Portal 2: Community Edition (currently available via clustered beta branch).
Momentum Mod (currently available via 0.10.0-pre beta branch)
Operation: Black Mesa use a hybrid render between cluster deferred render and cluster forwards render
Source 2
- N/A