Re: Features for deferred shading
Posted: Mon Apr 21, 2014 2:00 pm
This thread was my first place to go when trying to find some news about ogre and deferred shading for seom time. As this might be the case for other users as well, I thought adding some information about the current state might be a good idea.
http://www.ogre3d.org/forums/viewtopic. ... 15#p505090dark_sylinc wrote:Soon.hydexon wrote:The only bad thing i find in UE3 only is still using the Forward Rendering pipeline, UE4 is completely deferred with physically-based shading system (when Ogre will have this?, will be cool!).
I'm actively working on PBS. Don't have screenshots to show yet.
However we won't back deferred shading (Ogre 2.0 will provide deferred shading examples, it will be much easier to setup for those interested).
Deferred Shading is a dead end by now, but it's still very much alive because you're seeing the culmination of many engines' work. DS is a dead end because of its extreme bandwidth requirement (no GPU in the market can push a 4k resolution using DS)
I'm working on Forward+ 2.5 solutions that eliminate the need of a Z-prepass. Although it has a few tradeoffs compared to DS (i.e. probably slightly slower at regular resolutions), it solves the bandwidth problem, the antialising problem, and the transparency problem.
http://www.ogre3d.org/forums/viewtopic. ... 15#p505215Zonder wrote:I found a pdf with some info https://sites.google.com/site/takahiroh ... edirects=2Crashy wrote:Dark_Sylinc, what do you mean by Forward +2.5 ?