#Forward/Forward+ vs Deferred

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oak cargo
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Actually what's difference between Forward/Forward+ and Deferred? Looks like latest Unity 6 now supports deferred at mobile too that wonder is that the performance really good at mobile phone since from what I heard deferred performance is really bad at mobile platform.

coral steppe
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This isn't really a Unity-specific question since there are a lot of game engines that support both forward and deferred rendering. They're industry standard techniques. With deferred rendering, all of the shaders write material information (color, normal, smoothness, etc) into a G-Buffer (a set of large, fullscreen textures) and then the lighting is calculated afterward using those textures. With forward rendering, the materials and lighting are calculated all in one step instead. Deferred rendering can sometimes handle large numbers of lights more efficiently, but since lighting is done for everything together, it's harder to customize the lighting model on a per-object basis. Forward rendering is a bit more flexible because each shader can do its own lighting - but lights are potentially more expensive.

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I imagine there are much better sources of information that describe these differences in depth available on YouTube, etc.