Hi, guys. How should we decide whether to use deferred or forward rendering in VR projects?
Depends on your render budget and features that you’d want. Almost all VR projects use forward rendering because it saves you some valuable performance and gives access to MSAA, arguably the best anti-aliasing solution available on UE for VR. However, you’ll be lacking some screen-space effects like SSR. Unless you have a project that desperately relies on these techniques I think you’ll be much better off in forward rendering on the short-term. On the long-term though there might be a need for deferred rendering to make use of Lumen and Nanite if/when these techniques actually become feasible for VR. But I suppose you could just flick the switch when that time comes.