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From what I have heard, forward is still used for games that are developed especially for VR. Unreal docs:

>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/...


Can you expound on this?

"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.

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