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    But the rise of VR has lead to the resurgence of forward rendering and of MSAA.

    Why is deferred rendering bad for VR?

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      Sorry for the late reply, but I didn’t know the answer to this at the time!

      It’s bad because writing high res G-buffers at 90Hz uses a ton of memory bandwidth, and apparently AA is a must for VR, so you also have to run a post processing AA algorithm on top of that which eats even more bandwidth.

      So memory bandwidth ends up being the bottleneck, and switching to a single pass (or barely deferred like a depth pre-pass) forward renderer with MSAA makes you go faster.