I don’t have anything in particular that I’m working on but I was investigating scalability options in Unreal Engine and found the r.GBuffer option in [/Script/Engine.RendererSettings] group. Upon using it all of my surface materials become black, but the framerate skyrockets, so I assume it is actually using a forward rendering path.
Has anyone had luck getting this to work? What are the caveats? I would imagine this is the best route to go for games using Paper2D, but leveraging it as a total fallback option for systems that have slow framebuffers (Intel graphics in particular) would be nice too. With the black surfaces it seems completely broken, though.