

Light calculations are faster and easier. You postpone lighting phase, thats why it`s Deferred. Normaly it would mean calculating illumination for all of them but with deferred rednering you only calculate final pixels (2 milions in fullHD) based on data from gbuffers. That worked well with FullHD `cos mostly in games you had more complex geometry in screen space like 3 milion polygons in Crysis 3. What? This is a bit hard to read, but that doesn't sound right at all.Ĥk means ~8 milion pixels, which means bigger buffers and more pixels to light. Which means in 4k deferred renderer have to calculate more than polygons/fragments/primitives are on screen in many games. Ĭredit goes to /u/1st_transit_of_venus for the bot!

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