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Tagged with deferred-rendering optimization
4 questions
2
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1
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What are the possible techniques to optimize the lighting pass in a deferred shading renderer? [closed]
I am toying around with "modern" OpenGL (this is my first attempt, I am new to this) and I have been developping my own deferred shading renderer as an exercise.
I am using an FBO with the following ...
19
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2
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What are the common rendering optimization techniques for the geometry pass in a deferred shading renderer? [closed]
I have been developing a game engine using OpenGL 3 and C++ (and glfw for window management). I have advanced so far, got most of the things done except sound entities and optimizations. The engine ...
4
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1
answer
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Multiple render targets: Output target format performance questions
This is probably API independent (more dependent on hardware implementation), but just in case, I'm using OpenGL.
The question is restricted to PC hardware.
I have a couple of questions concerning ...
2
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1
answer
2k
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Speed up lighting in deferred shading
I implemented a simple deferred shading renderer.
I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8).
I use sphere map algorithm to store normals in world space.
...