But surely you just put your lights into a GPU buffer and then you can sample the buffer whilst drawing meshes. That makes it just M draw calls for M meshes, with sampling into the buffer for N lights which is really not any different from deferred, other than that deferred avoids redrawing fragments - but even a depth prepass on forward solves that issue.
@JuanesChiwiroskyАй бұрын
So that's how the pattern of my socks was made..
@sajeucettefoistunevaspasmeАй бұрын
where is the "messed up" part ?
@benmandrewАй бұрын
The method used involves a "propagation" step, where the fluid pressure is propagated outwards in eight directions, and a "collision" step working out the pressure changes due to the collisions between molecules. I forgot to add the collision step, and so the initial pressure wave propagates outwards infinitely in the eight directions (wrapping at the edges), giving the strange overlapping patterns seen in the video. I'm still working on it, and mostly have the correct behaviour now, but this looked interesting.
@rtyzxc2 ай бұрын
Can't wait for the return of MSAA and sharp graphics again!
@thhm4 ай бұрын
Definitely still a heady topic for me, but thank you for explaining it. Specially for the emerging trends and outlook in the end, definitely interesting.
@cafe_underground4 ай бұрын
Amazing explanation, I could finally grasp the pros and cons of each technique
@gordazo05 ай бұрын
excellent
@slothsarecool6 ай бұрын
Shrek?? no way 😅 that’s great. Awesome talk, thanks
@StealthMacaque6 ай бұрын
Unbelievably good explanation. I cannot thank you enough!
@schmildo6 ай бұрын
Thanks mate
@lx2222x7 ай бұрын
Memory Bandwidth > Shader Complexity Memory bandwith is way more important than shader complexity, you can see this in games like Zelda TOTK where the only reason why lag spikes exist is because of memory bandwidth only, I would highly advise you to look into it you can learn so much from that
@SergioWolf8437 ай бұрын
Deferred rendering has the advantage of calculating lights per block and not per pixel, decreasing the GPU overload, so it doesn’t matter how many lights cross your blocks because it won’t affect performance. If I’m not mistaken, Apple has TBDR Patents and has been using it on the iPhone since 2017.
@nolleygames58268 ай бұрын
How do you make this can you please make a tutorial
@rubenhovhannisyan31710 ай бұрын
Thanks a lot. Saved a lot of time and effort.
@TechDiveAVCLUB11 ай бұрын
Can't believe such a perfect digestion of high level information into actionable mental models exist. Thank you!
@santitabnavascues867311 ай бұрын
Is curious how everybody who illustrates a depth buffer always use the reverse depth approach, where white is closer and black is farther, more curious is that the reverse depth buffer distributes the depth precision much better than the original, 'forward' depth buffer, where closer objects have a depth close to 0 and far objects have a depth closer to 1 😊
@benmandrew11 ай бұрын
Correct, for those interested this is due to the non-linear perspective transformation (1/z) either combining with or cancelling out the somewhat-logarithmic distribution of points in IEEE floating point numbers. A really good explanation is on the Nvidia developer website -- developer.nvidia.com/content/depth-precision-visualized.
@penneywang6552 Жыл бұрын
best video to explain them, from the history , hardware to gpu pipeline work , thank you. looking forward more tutorial with this way .
@jeffg4686 Жыл бұрын
have you checked out the "clustered forward renderer" in bevy? Looks pretty nice. Don't know if any downsides. Says unlimited lights
@carlosd562 Жыл бұрын
Very good video!
@zugolf4980 Жыл бұрын
And this is why you're at Cambridge University <3
@dan_perry Жыл бұрын
Hmm, I thought the PowerVR/Dreamcast was the first tile based deffered renderer?
@chenbruce3784 Жыл бұрын
谢谢你
@benmandrew Жыл бұрын
别客气
@egoinstart8756 Жыл бұрын
Excellent. Best video about this topic I've found. Thank you.
@gideonunger7284 Жыл бұрын
why is forward always portrayed as lights x meshes. i have never written a forward renderer like that. just put the lights in a buffer and then send the lights affecting a mesh as indices. gives you 1 uniform branch for the loop but that should be fine and way faster than multiple draw calls lol
@glass1098 Жыл бұрын
Thanks for the video, i had a lot of questions on the topic and this was an absolute clear explanation of the differences
@Lavimoe Жыл бұрын
"If you cannot explain something in simple terms, you don't understand it." This video really shows how deep an understanding you have on the shader topic. Thanks so much!
@Kalandrill Жыл бұрын
Thanks a lot for sharing, didn't expect a dive into the current state of things in games. It was a very pleasant surprise :)
@leeoiou7295 Жыл бұрын
Excellent talk. I did a little research and found out that you are just a young lad. Wish you all the best and thanks for such a great talk.
@haos4574 Жыл бұрын
This is gold content, watched several videos on the topic, this is the one that actually makes me understand.
@pwhv Жыл бұрын
very well explained, loved it
@jgriep2 жыл бұрын
Hands down the best, most straightforward explanation of forward vs. reverse rendering I have seen!
@jiayuezhu58482 жыл бұрын
This is such a helpful video!
@donovan63202 жыл бұрын
Should also mention all lighting in doom eternal is dynamic. The "pre-processing" that is being done is called clustered forward rendering, in which a culling stage reduces the lights sampled in a specific part of the scene.
@benmandrew2 жыл бұрын
Yep, unfortunately had to cut out clustered rendering to keep the talk focused and under half an hour. It's a very cool technique explained in the Doom Eternal graphics study by Adrian Courrèges (one of my sources at the end).
@donovan63202 жыл бұрын
@@benmandrew I figured, thought I should clarify for those that are curious about the technique and "prepossessing" (technically correct but I would have just called it a culling pass, preprocessing implies a static, pre-runtime/serialised nature to which the light culling pass is not), definitely beyond my paygrade, but is really cool.
@stephenkamenar2 жыл бұрын
thank you shrek
@onevoltten73522 жыл бұрын
Thank you! Been going back and forth between defferred and forward as it's a lot more effort using forward shading - requiring much more planning and optimising. I plan to force myself to use Forward rendering during development and commit to a much more optimised game rather than go for dynamic lighting.
@donovan63202 жыл бұрын
I mean you can use forward and have a lot of dynamic lighting... Doom Eternal uses all dynamic forward lighting.
@vitordelima7 ай бұрын
@@donovan6320A shader can loop over many light sources during the same rendering step, but many screen space effects are compromised if you don't use deferred.
@donovan63207 ай бұрын
@@vitordelima You arent wrong?
@vitordelima7 ай бұрын
@@donovan6320Deferred is only important if you need some extra data from each separate rendering step that isn't easily generated by forward only, but lighting can be calculated in a single step for forward nowadays.
@vitordelima7 ай бұрын
@@donovan6320I found out more about it, modern hardware still supports a lot of light sources in forward mode simply by iterating over them but there are methods to improve this via something similar to culling. If you use a method for global illumination that is good enough, deferred or forward don't matter that much because the lighting is calculated in another rendering step.
@lovve9962 жыл бұрын
very useful ! thanks a lot
@MikelBober2 жыл бұрын
😍😍😍😍 my favourite youtuber
@riley80103 жыл бұрын
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