- 489
- England
Wow! you really proved me wrong with that in depth, well thought out, articulate post! 
To achieve aesthetics equal or better to what they have now with dynamic lighting, the ONLY option is Deferred. Foward+ will either run like ****, look like ****, or most probably both whilst calculating the complex lighting required for the standard already set by themselves.... Seriously dude, how hard is that to understand?
I'll try and put it as simply as I can for you
Deferred = high initial performance cost allowing you to add a LOT of geometry and realtime lights (with real time shadows) at low cost.
Forward = Low initial performance cost followed by performance that SCALES UP every time you add more complexity to the scene, yes I understand Forward+ takes steps to sidestep the buffer and mitigate the hit but it's still really inefficient compared (that's without taking into consideration the lack of realtime shadows cast by every light after the main source light, if you want this you're paying though the eyeballs never mind the nose)
So taking them facts, plus the knowledge you already have (but are unwilling to share for some reason) and applying them to a real case scenario, answer me this... Your leaving the pits at Le Mans and you want every garage light, plus your lights, plus any other cars lights and any other lights to effect the scene and everything in it (yep, you guessed it, with realtime shadows good measure) Which engine is getting closer to 60 fps at 1080p?
To achieve aesthetics equal or better to what they have now with dynamic lighting, the ONLY option is Deferred. Foward+ will either run like ****, look like ****, or most probably both whilst calculating the complex lighting required for the standard already set by themselves.... Seriously dude, how hard is that to understand?
I'll try and put it as simply as I can for you
Deferred = high initial performance cost allowing you to add a LOT of geometry and realtime lights (with real time shadows) at low cost.
Forward = Low initial performance cost followed by performance that SCALES UP every time you add more complexity to the scene, yes I understand Forward+ takes steps to sidestep the buffer and mitigate the hit but it's still really inefficient compared (that's without taking into consideration the lack of realtime shadows cast by every light after the main source light, if you want this you're paying though the eyeballs never mind the nose)
So taking them facts, plus the knowledge you already have (but are unwilling to share for some reason) and applying them to a real case scenario, answer me this... Your leaving the pits at Le Mans and you want every garage light, plus your lights, plus any other cars lights and any other lights to effect the scene and everything in it (yep, you guessed it, with realtime shadows good measure) Which engine is getting closer to 60 fps at 1080p?
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