Talk:Deferred shading

Latest comment: 3 months ago by 85.144.95.212 in topic Deferred shading in commercial games/engines

Deferred shading in commercial games/engines

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It looks like people want that section to become a complete list of games using deferred shading, which was not its original intent. If things go on like that, it should be either replaced with a shorter mention of a couple (documented) instances of games implementing said technology, or moved to its own List of games using deferred shading, which I'm not sure is the way to go. Otherwise, the section will end being longer than the article, seeing how all recent changes have focused in that section, instead of improving the quality of the article itself.Elideb (talk) 18:28, 7 February 2011 (UTC)Reply

How would we decide which games to remove from/keep in the list, then? DaBOXEN (talk) 01:35, 8 November 2023 (UTC)Reply
I think it could be pretty objectively based on the quality of the content of the references.
For example, the reference for Black Mesa is a whole white paper worth of text, going into detail about what they did and why, supported by roundabout 50 images and 10 videos.
The BioShock Infinite reference is 2/10 paragraphs of a one-page article, 3 sentences in total, mentioning THAT they used it. 85.144.95.212 (talk) 20:07, 13 August 2024 (UTC)Reply

Antialiasing

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There is a lot of talk in the disadvantages section about antialiasing techniques. But at no time are there links to what they are or why they alleviate any of the issues that deferred rendering brings to the table. Korval (talk) 02:31, 15 October 2011 (UTC)Reply

Don't know about links, but explanation is simple - many of this techniques basically are post-process effects. You give it render target (which is just a colors of the pixels) with your current frame and it's smoothes it with clever filters. MLAA (developed by intel), FXAA (developed by nvidia), DLAA (developed by Lucas Arts) - they all work like that, they don't need normals, depth or any other information, just colors of the pixels. So you can use it with any type of the rendering technique, because it's only needs final frame. You can even implement them in the video drivers like AMD did with MLAA.
SRAA (developed by nvidia) is a little different - it's post-process filter, but it can use supersampled depth and/or normals to reduce some artefacts and restore sub-pixel information (main disadvantage of other filters, like MLAA, FXAA, DLAA - sub-pixel aliasing). It organically fits with deferred techniques - you have render targets with scene normals and depth by default, you just need to supersample them.
Temporal anti-aliasing - the simplest of all. Basically, you blend previous frame (frames) with your current frame. That's why it can produce "ghosting" when camera moves rapidly - the difference between frames is big.
Post MSAA (developed by crytek) - combination of two techniques. For far away objects we are using Temporal AA - AA quality is good, we can restore some sub-pixel information with it and "ghosting" reduced because of the distance. For close object we are using custom "edge-detect+blur" algorithm.Cre-ker (talk) 20:52, 18 October 2011 (UTC)Reply
I've added links.Cre-ker (talk) 10:37, 7 November 2011 (UTC)Reply

Star Craft II seems to use Deferred Shading

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Looking at the cited source, it seems that Star Craft II is using full Deferred Shading and not Deferred Lightning. Can somebody confirm that or add another source that shows it's in fact just Deferred Lightning? — Preceding unsigned comment added by 134.96.220.28 (talk) 14:39, 9 July 2012 (UTC)Reply

Changed source to a more reliable one.Cre-ker (talk) 17:47, 9 July 2012 (UTC)Reply


i noticed this effect appear first on the market in splinter cell for the original xbox. Since then game graphics carried on to the 7th gen havent changed much except in detail. Should anyone maybe make a reference to that particular game? — Preceding unsigned comment added by 76.100.60.164 (talk) 06:59, 3 February 2013 (UTC)Reply

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Deferred Lighting

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The description in the section marked doesn't make a lot of sense, or is poorly explained. There is only a single introductory reference.

For example the problems start with "On first pass over the scene geometry, only the attributes necessary to compute per-pixel lighting (irradiance) are written to the G-Buffer" - this doesn't make sense - a pass over scene geometry does not generate irradiance/lighting data - that's would be generated from lightsources/ (maybe a shadow pass)

Non of the rest of section makes much or any sense at all.83.100.174.82 (talk) —Preceding undated comment added 10:22, 12 August 2016 (UTC)Reply

The linked article itself gives useful definitions: http://www.realtimerendering.com/blog/deferred-lighting-approaches/

Deferred shading
  1. Render opaque scene geometry, writing normal vector, diffuse color, specular color, and specular spread factor into a deep frame buffer or G-Buffer. ...
  2. Apply the effects of light sources by rendering 2D or 3D shapes covering each light’s area of effect ... Non-local light sources such as the Sun are applied in full-screen passes. When rendering each “light shape”, evaluate the shading equation for that light, reading the G-Buffer channels as textures. Accumulate the results of the shading equation into the accumulation buffer, using additive blending. The depth-buffer from phase #1 is typically used to find the world- or view-space position of each shaded point. This position is used to compute light distance attenuation and to lookup any shadow maps.
  3. Render any semitransparent geometry using non-deferred shading.
Deferred lighting
  1. Render opaque scene geometry, writing normal vector n and specular spread factor m into a buffer. This “n/m buffer” is similar to a G-Buffer but contains less information. The values fit into a single output color buffer, so MRT support is not needed.
  2. Render “light shapes”, evaluating diffuse and specular shading equations and writing the results into separate specular and diffuse accumulation buffers. This can be done in a single pass (using MRT), or in two separate passes. Environment and ambient lighting can be accumulated in this phase with a full-screen pass.
  3. Render opaque scene geometry a second time, reading the diffuse and specular accumulation buffers from textures, modulating them with the diffuse and specular colors and writing the end result into the final color buffer. If not accumulated in the previous phase, environment and ambient lighting are applied in this phase.
  4. Render any semitransparent geometry using non-deferred shading.

The current text is garbage/gibberish in comparison to this much clearer explanation.83.100.174.82 (talk)

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