We are developing a medieval game which doesn’t have that much use of a deferred rendering pipeline and I find the MSAA to be a solid reason to switch. It just looks so much better with no blur or smearing.
I’ve made a copy of the project and besides some specular things that need to be fixed, there’s no other visual downsides. Is there something I am missing?
The following features are not supported while using the Forward Renderer:
Screen Space Techniques (SSR, SSAO, Contact Shadows)
Dynamically Shadowed Translucency
Translucency receiving environment shadows from a Stationary Light
MSAA on D-Buffer Decals and Motion Blur
Directly from the documentation. Forward Shading Renderer in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community There’s more info on the page.
at some point you may hit performance constraints when it comes to lighting and light overlap. also overdraw can become an issue if you draw alot of geometry out of order. not sure what else. might aswell just continue and find out.
Yes, I am aware, but I am seeking out some feedback from someone that shipped a game with it or similar. Because there’s a huge difference between testing on your pc and putting it into the wild
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Might as well