I cannot find any information what ‘Selective’ actually means in practice.
Objects outside FOV or occluded should never be in the GBuffer to begin with - so what’s enabling this setting doing to be even more selective?
Does this have something to do with shading? e.g. If GBuffer knows that shading does not require some specular value that value is not exported into the GBuffer.
The docs did not help much with shedding light on this:
Selective GBuffer Render Targets Output
When this setting is enabled, GBuffer render targets that are not relevant are not exported.
Thanks