I am trying to evaluate what type of shading Unreal uses on each platform.
By that I mean if it uses Deferred or Forward Rendering and more specifically if it does use Tiled or Clustered Shading?
The platforms I am most interested in are Mobile and Desktop and then more specifically Mobile VR and Desktop VR.
I hope someone can answer my question for the given platforms that would be great!
Thanks for the insight. I really hope someone knows more about the specifics whether or not Unreal makes use of Tiled or Clustered Rendering on any of these platforms.
Technically speaking the Oculus Quest is also a MobileVR platform so MobileVR is definetly a valid targetplatform with a decent audience. Of course you are still limited by what is possible from a performance perspective but you can make decent looking games happen.