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Removed WebGLDeferredRenderer. #18284

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merged 1 commit into from
Jan 1, 2020
Merged

Removed WebGLDeferredRenderer. #18284

merged 1 commit into from
Jan 1, 2020

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mrdoob
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@mrdoob mrdoob commented Jan 1, 2020

As proposed in #7095. See #18277.

@mrdoob mrdoob added this to the r113 milestone Jan 1, 2020
@mrdoob mrdoob merged commit 4bc7f12 into dev Jan 1, 2020
@mrdoob mrdoob deleted the deferredrenderer branch January 1, 2020 17:44
@sunag
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sunag commented Aug 1, 2021

WebGPU should not focus in a DeferredRenderer as default pipeline? This pipeline is used in most high-end games engines like UE4 GTA-V, MGS(Fox Engine)... I understand that WebGL should work on very old devices too, but would we expect this from WebGPU?

@Mugen87
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Mugen87 commented Aug 2, 2021

I would keep forward rendering as the default rendering path for a a WebGPU engine. And probably provide a deferred shading option similar to Unity at a later point.

Comparing three.js to engines like Unreal is not something I would start doing. TBH, even the comparison to Unity is inappropriate. Game engines and lightweight rendering engines are different type of projects and have a totally different target audience and philosophies. For three.js, I don't think deferred shading is a good default.

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sunag commented Aug 2, 2021

I didn't want to take the conversation to an engine comparison. Maybe we don't have different projects because we don't have different features. I think Deferred Renderer is a trend just like PBR was. But I believe too we can also think in a WebGPUDeferredRenderer in the future.

@Mugen87
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Mugen87 commented Aug 2, 2021

I guess I would also start with a standalone WebGPUDeferredRenderer and then analyze whether an integration into WebGPURenderer is possible or not. Assuming an integration is doable in a manageable way, deferred shading could then be enabled by defining a new constructor parameter.

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3 participants