Deferred rending is commonplace in DX11 games in anycase.
nvidia actually have a load of IP in deferred rendering and tile based DR they acquired form 3DFX. They haven't used it because the gains don't out way the transistor cost.
PVR have been going on about their magic tech for well over a decade and promising that immediate mode rendering has 12 months left before it goes extinct. Funny how they are always 12months away from taking over the world.
It is also completely wrong to believe that immediate mode rendering renders every pixel multiple times, not least the depth buffer will ensure only the closer objects are drawn and a well made game engine will often throw objects at an approximate correct order to minimize overdrawn. techniques like display lists, instancing, commandlists are standard on OGL/DX and make PVR's solution entirely redundant.
nvidia actually have a load of IP in deferred rendering and tile based DR they acquired form 3DFX. They haven't used it because the gains don't out way the transistor cost.
PVR have been going on about their magic tech for well over a decade and promising that immediate mode rendering has 12 months left before it goes extinct. Funny how they are always 12months away from taking over the world.
It is also completely wrong to believe that immediate mode rendering renders every pixel multiple times, not least the depth buffer will ensure only the closer objects are drawn and a well made game engine will often throw objects at an approximate correct order to minimize overdrawn. techniques like display lists, instancing, commandlists are standard on OGL/DX and make PVR's solution entirely redundant.
Last edited: