It's very rare for games to be 100% forward nowadays, outside of ones specifically built for VR or mobile.
>there are some trade-offs in using the Deferred Renderer that might not be right for all VR experiences. Forward Rendering provides a faster baseline, with faster rendering passes, which may lead to better performance on VR platforms. Not only is Forward Rendering faster, it also provides better anti-aliasing options than the Deferred Renderer, which may lead to better visuals[0]
This page is fairly old now, so I don't know if this is still the case. I think many competitive FPS titles use forward.
>"forward+" methods.
Can you expound on this?
[0] https://dev.epicgames.com/documentation/en-us/unreal-engine/...
"forward+" term was used by paper introducing tile-based light culling in compute shader, compared to the classic way of just looping over every possible light in the scene.
Yes, but is deferred still go-to method? I think MSAA is good reason to go with "forward+" methods.