Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!
Good read: Forward vs. Deferred Rendering: why/when forward rendering still matters. I totally agree. Many developers/games push into Deferred not taking into account that they do outdoor game (directional lighting only for 95% of the game) and/or have completely static environment. You should not use some technology just because it's ''cool''. Mirror's Edge looks beautiful with its light-mapped levels. Now imagine that you swap lightmaps with ''dynamic'' deferred lighting (which would be a static sun for most levels). Deferred fail!