Why use forward shading?

Hi, I’m trying to offer as many graphics options as possible, for a desktop title. Would like to port to VR at some point.
Am I missing much if I choose deffered rendering instead? What are the pros and cons?

You’re missing most some(?) of the modern UE features; Lumen and Nanite specifically

If you use forward shading then you have the option of using MSAA. This imo is the preferable by far AA option for use in VR.

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You always have access to MSAA.

@Arkiras, forward shading can look similar in some cases, but most importantly, it saves a lot of performance for low power devices.

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No you don’t. You can set AA to MSAA in the deferred renderer but it does nothing, same as having AA completely disabled.

Well aware of that.

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You mean if I use forward or deffered?

What about TSR? How’s that compared to MSAA?

Any temporal methods break immersion in VR imo. TSR just looks worse than MSAA in general to my eyes.

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Lumen/Nanite only work with deferred rendering. Along with a myriad of other features.

The forward renderer is faster, consumes less gpu memory, allows you to use MSAA and alpha2coverage masked translucency, at the cost of having limited feature support.

The deferred renderer is slower, consumes more gpu memory, but gives you access to the vast majority of Unreals features (other than A2C and MSAA)

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Thanks. Sounds like deferred is future proofing.