Profile picture
Sebastian Aaltonen @SebAaltonen
, 3 tweets, 2 min read Read on Twitter
@PeterSikachev Temporal AA solved the deferred antialiasing problem. Single pass forward isn’t feasible because you need depth buffer for SSAO before lighting. Z-prepass doubles geometry cost. Not perfect on GCN based consoles. Also you need some per pixel material data for SSR and post effects
@PeterSikachev And deferred provides data interface. Fully separates passes writing to g-buffer from passes reading it. Reduces architectural complexity and number of shader permutations.
@PeterSikachev GCN has full fill rate ROP write to RGBA16 targets. If you pack your g-buffer to 2x RGBA16, you get pretty nice fill rate with deferred. Some engines like UE4 use lots of narrow render targets (IIRC UE4 = 5x 32bit). This is definitely not optimal at 4K.
Missing some Tweet in this thread?
You can try to force a refresh.

Like this thread? Get email updates or save it to PDF!

Subscribe to Sebastian Aaltonen
Profile picture

Get real-time email alerts when new unrolls are available from this author!

This content may be removed anytime!

Twitter may remove this content at anytime, convert it as a PDF, save and print for later use!

Try unrolling a thread yourself!

how to unroll video

1) Follow Thread Reader App on Twitter so you can easily mention us!

2) Go to a Twitter thread (series of Tweets by the same owner) and mention us with a keyword "unroll" @threadreaderapp unroll

You can practice here first or read more on our help page!

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just three indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member and get exclusive features!

Premium member ($30.00/year)

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!