Does Fortnite support deferred shading on mobile?

Does Fortnite support deferred shading on mobile?

If it does, how can it be enabled, and from UEFN can I test with deferred and forward shading?

Cheers!

Hi Elias,

Cool question. I think Post-Process materials might be a way to test this.

Assumption - World-Normals buffer visualization would only be visible on deferred renderer.

On PC:

Then when joining on mobile I see the same normals/effect - which leads me to conclude that the mobile renderer is deferred.

I could be missing some nuance some here, happy to try other ideas for the best buffer to use.

1 Like

Hey, thanks for answering! I did a test before but was a bit to hasty to actually do it properly. I am doing some tests right now as I am writing this. I’ll let you know about the results.

Did you test if the Post Process Material WorldNormal worked on a physical device or just using the built in mobile play option?

I know the WorldNormal wouldn’t work in Forward shading from prior testing.

I am marking your answer as correct. I tried doing exactly what you did before on a project and the post process material failed to load on mobile for me. With a new project it seems to work! Thank you for helping and confirming, it means a lot! :folded_hands:

Thanks! - I tested on a physical mobile device. (You can join sessions launched from a PC without needing to publish the island)

1 Like

Hi again,

I just learned something relevant recently -

There’s a ‘Shading Path Switch’ node in the material graph.

It doesn’t quite answer the question of mobile being deferred or forward since it just returns ‘Mobile’/4 when on mobile, but I thought it was neat!