Deferred Shading 延迟着色(翻译)
原文地址:https://en.wikipedia.org/wiki/Deferred_shading
缺点
Deferred lighting
Deferred lighting在商业游戏中的应用
这种技术在视频游戏中的使用越来越多了,因为它可以使用大量的动态灯光,减少了需要的着色器指令的复杂性。一些使用了Deferred lighting的例子有:
- Alan Wake
- Assassin’s Creed III
- BioShock Infinite
- Blur
- Brink
- Crackdown and Crackdown 2
- Crysis 2
- Dead Space
- Deus Ex: Human Revolution
- Dragon’s Dogma
- Guild Wars 2
- Halo: Reach
- inFamous and inFamous 2
- LittleBigPlanet
- Metal Gear Solid V: Ground Zeroes
- Metal Gear Solid V: The Phantom Pain
- Shift 2 UNLEASHED
- Red Dead Redemption
- Resistance series
- Rochard
- StarCraft II
- Uncharted and Uncharted 2
- Vanquish
Deferred shading在商业游戏中的应用
与Deferred lighting相比,由于内存大小和带宽要求较高,这种技术并不是很流行。特别是在第7代主机上,图形内存大小和带宽是有限的,常常是瓶颈。
- Amnesia: The Dark Descent
- Battlefield 3
- Dota 2
- Dungeons
- Digital Combat Simulator (DCS) World 2.5
- Grand Theft Auto IV
- Killzone 2 and Killzone 3
- Mafia II
- Miner Wars 2081
- Metro 2033
- Rift
- Shrek
- Splinter Cell: Conviction
- The S.T.A.L.K.E.R. game series: Shadow of Chernobyl, Clear Sky and Call of Pripyat
- Tabula Rasa
- Trine
- Trine 2
- Viva Pinata
具有Deferred shading技术的游戏引擎
- AnvilNext
- Chrome Engine
- CryEngine 3
- Fox Engine
- Frostbite 2
- GameStart
- Haemimont Games Engine (HGE)
- I-Novae
- MT Framework
- Rockstar Advanced Game Engine
- Source
- Torque 3D
- Unity
- Unreal Engine 4
- Vision
历史