- Gamebryo has switched from a forward rendering lighting technique to a light pre-pass renderer for calculating dynamic lighting at runtime.
- Applies shading to a frame by making separate passes for geometry, lighting and material calculations.
- Requires lower bandwidth than normal deferred rendering and allows additional material flexibility (as materials are applied separately and per-object). This technique scales well with additional lights, allowing more lights within the level.
- Multiple draw passes can harm performance if a level has a large number of objects. Light pre-pass has the advantage of drawing each pixel once, which assists with extra performance costs. Extra memory may also be used saving separate lighting properties or repeating a task in multiple lighting stages.
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