Talk:Clustered Shading: Difference between revisions

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== Reason for change / mass edits ==
== 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)
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 be in DX11 or OpenGL, however (as far as I have researched and heard from those in the P2ce discord) it cannot be implemented in DX9 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) (Edited 22:41)
:Some places refer to it as Clustered Rendering, despite the original paper it was introduced in (cited above) calling it clustered "shading", and while im not the biggest fan of calling it rendering, I made a note on the page. Again, any complaints, say them here. -[[User:Equalizer5118|Equalizer]], aka the better pickaxe ([[User talk:Equalizer5118|talk]]) 22:34, 2 July 2025 (PDT) (Edited 22:39)
:Some places refer to it as Clustered Rendering, despite the original paper it was introduced in (cited above) calling it clustered "shading", and while im not the biggest fan of calling it rendering, I made a note on the page. Again, any complaints, say them here. -[[User:Equalizer5118|Equalizer]], aka the better pickaxe ([[User talk:Equalizer5118|talk]]) 22:34, 2 July 2025 (PDT) (Edited 22:39)

Revision as of 22:41, 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 be in DX11 or OpenGL, however (as far as I have researched and heard from those in the P2ce discord) it cannot be implemented in DX9 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) (Edited 22:41)

Some places refer to it as Clustered Rendering, despite the original paper it was introduced in (cited above) calling it clustered "shading", and while im not the biggest fan of calling it rendering, I made a note on the page. Again, any complaints, say them here. -Equalizer, aka the better pickaxe (talk) 22:34, 2 July 2025 (PDT) (Edited 22:39)