> Deferred shading is orthogonal to post-render RTT passes. Its goal is
> not to speed up post-render RTT passes, it's to support large number of
> lights and decouple shading from geometry (essentially, lights become
> constant-cost and each visible pixel is shaded exactly once instead of
> possibly multiple times with results being thrown away because of
> overdraw). It has disadvantages too of course.
Well, the MRT is the performance part, without it, multiple render
passes have to occur, and deferred shading wouldn't be possible for
highend games.
> Talking strictly about post-render RTT passes, they are not costly at
> all. There is no overdraw, practically no geometry, no traversal to
> speak of, etc. so they are very cheap.
MRT ;)
Greetings,
Daniel
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