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chaonanye

A readable article from Samsung to discuss tiling: https://developer.samsung.com/game/gpu-framebuffer

mihirg

I'm honestly pretty shocked that deferred rendering is this beneficial — seems like a LOT of memory overhead (writing everything out to a geometry buffer), wouldn't this be especially problematic given the high cost of memory storage/lookup Kayvon mentioned for mobile devices? Is there a rule of thumb for how rich a scene has to be/how many overlaps on average each pixel needs to have for deferred rendering to make sense?