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object-src 'none'; report-uri /w/api.php?action=cspreport&format=json; report-to csp-report-to-endpoint last-modified: Fri, 19 Jun 2026 16:43:34 GMT content-type: text/html; charset=UTF-8 age: 0 accept-ranges: bytes x-cache: cp2047 hit, cp2047 miss x-cache-status: hit-local server-timing: cache;desc="hit-local", host;desc="cp2047" strict-transport-security: max-age=106384710; includeSubDomains; preload report-to: { "group": "wm_nel", "max_age": 604800, "endpoints": [{ "url": "https://intake-logging.wikimedia.org/v1/events?stream=w3c.reportingapi.network_error&schema_uri=/w3c/reportingapi/network_error/1.0.0" }] } nel: { "report_to": "wm_nel", "max_age": 604800, "failure_fraction": 0.05, "success_fraction": 0.0} set-cookie: WMF-Last-Access=03-Jul-2026;Path=/;HttpOnly;secure;Expires=Tue, 04 Aug 2026 00:00:00 GMT set-cookie: WMF-Last-Access-Global=03-Jul-2026;Path=/;Domain=.wikipedia.org;HttpOnly;secure;Expires=Tue, 04 Aug 2026 00:00:00 GMT set-cookie: WMF-DP=560;Path=/;HttpOnly;secure;Expires=Fri, 03 Jul 2026 00:00:00 GMT x-client-ip: 75.28.18.94 cache-control: private, s-maxage=0, max-age=0, must-revalidate, no-transform vary: Accept-Encoding,X-Subdomain,Cookie,Authorization,User-Agent set-cookie: GeoIP=US:TX:McKinney:33.20:-96.62:v4; Path=/; secure; Domain=.wikipedia.org set-cookie: NetworkProbeLimit=0.001;Path=/;Secure;SameSite=None;Max-Age=3600 set-cookie: WMF-Uniq=bvD28NdBRk26LpGFTwo5tQOSAAAAAFvd9wNrngZs8HnmidqHxUBgZIiuegez_K_K;Domain=.wikipedia.org;Path=/;HttpOnly;secure;SameSite=None;Expires=Sat, 03 Jul 2027 00:00:00 GMT transfer-encoding: chunked x-request-id: 9cb0fe35-25ce-4da6-bd5f-3315c793a9e6 x-analytics: 8000 Deferred shading - Wikipedia Jump to content Main menu Main menu move to sidebar hide Navigation Main page Contents Current events Random article About Wikipedia Contact us Contribute Help Learn to edit Community portal Recent changes Upload file Special pages Print/export Download as PDF Printable version In other projects Wikidata item Search Search Appearance Donate Create account Log in Personal tools Donate Create account Log in Contents move to sidebar hide (Top) 1 Advantages 2 Disadvantages 3 Deferred lighting in commercial games 4 Deferred shading in commercial games 5 Game engines featuring deferred shading or rendering techniques 6 History 7 References Toggle the table of contents Deferred shading 10 languages Deutsch Español فارسی Français Hrvatski 日本語 한국어 Русский Українська 中文 Edit link 8000 s Article Talk English Read Edit View history Tools Tools move to sidebar hide Actions Read Edit View history General What links here Related changes Upload file Permanent link Page information Cite this page Get shortened URL Print/export Download as PDF Printable version In other projects Wikidata item Appearance move to sidebar hide From Wikipedia, the free encyclopedia Screen-space shading technique This article's lead section may be too short to adequately summarize the key points . Please consider expanding the lead to provide an accessible overview of all important aspects of the article. ( July 2013 ) Diffuse Color G-Buffer Z-Buffer Surface Normal G-Buffer Final compositing (To calculate the shadows shown in this image, other techniques such as shadow mapping , shadow feelers or a shadow volume must be used together with deferred shading.) [ 1 ] In the field of 3D computer graphics , deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [ 2 ] It was first suggested by Michael Deering in 1988. [ 3 ] On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer ( G-buffer ) using " render to texture ". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space . Screen space directional occlusion [ 4 ] can be made part of the deferred shading pipeline to give directionality to shadows and interreflections. Advantages [ edit ] The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance hit. [ 5 ] There are some other advantages claimed for the approach. These include simpler management of complex lighting resources, ease of managing other complex shader resources, and the simplification of the software rendering pipeline. Disadvantages [ edit ] One key disadvantage of deferred rendering is the inability to handle transparency within the algorithm, although this problem is a generic one in Z-buffered scenes and it tends to be handled by delaying and sorting the rendering of transparent portions of the scene. [ 6 ] Depth peeling can be used to achieve order-independent transparency in deferred rendering, but at the cost of additional batches and g-buffer size. Modern hardware, supporting DirectX 10 and later, is often capable of performing batches fast enough to maintain interactive frame rates. When order-independent transparency is desired (commonly for consumer applications) deferred shading is no less effective than forward shading using the same technique. Another serious disadvantage is the difficulty with using multiple materials. It's possible to use many different materials, but it requires more data to be stored in the G-buffer, which is already quite large and takes up a large amount of the memory bandwidth. [ 7 ] One more disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results anymore since interpolated subsamples would result in nonsensical position, normal, and tangent attributes. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges, [ 8 ] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA [ 9 ] [ 10 ] (used in Killzone 3 and Dragon Age II , among others), FXAA [ 11 ] (used in Crysis 2 , FEAR 3 , Duke Nukem Forever ), SRAA , [ 12 ] DLAA [ 13 ] (used in Star Wars: The Force Unleashed II ), and post MSAA (used in Crysis 2 as default anti-aliasing solution). Although it is not an edge-smoothing technique, temporal anti-aliasing (used in Halo: Reach and Unreal Engine ) can also help give edges a smoother appearance. [ 14 ] DirectX 10 introduced features allowing shaders to access individual samples in multi-sampled render targets (and depth buffers in version 10.1), giving users of this API access to hardware anti-aliasing in deferred shading. These features also allow them to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier versions of the API any benefit of anti-aliasing may have been lost. Deferred lighting in commercial games [ edit ] Use of the technique has increased in video games because of the control it enables in terms of using a large amount of dynamic lights and reducing the complexity of required shader instructions. Some examples of games using deferred lighting are: Alan Wake Assassin's Creed III [ 15 ] BioShock Infinite [ 16 ] Black Mesa [ 17 ] Blur Brink Crackdown and Crackdown 2 [ 18 ] Crysis 2 [ 19 ] Dead Space , [ 20 ] Dead Space 2 [ 21 ] and Dead Space 3 [ 22 ] Deus Ex: Human Revolution [ 23 ] Dragon's Dogma [ 24 ] Guild Wars 2 [ 25 ] Halo: Reach [ 26 ] inFamous and inFamous 2 LittleBigPlanet Metal Gear Solid V: Ground Zeroes Metal Gear Solid V: The Phantom Pain [ 27 ] Minecraft Red Dead Redemption Resistance series [ 28 ] Rochard Shift 2: Unleashed [ 29 ] StarCraft II [ 30 ] Uncharted and Uncharted 2 [ 31 ] Vanquish [ 32 ] Ghost of Tsushima [ 33 ] Deferred shading in commercial games [ edit ] In comparison to deferred lighting, this technique is not very popular [ citation needed ] due to high memory size and bandwidth requirements, especially on seventh generation consoles where graphic memory size and bandwidth are limited and often bottlenecks. Amnesia: The Dark Descent [ 34 ] Battlefield 3 [ 35 ] Dota 2 [ 36 ] Dungeons Digital Combat Simulator (DCS) World 2.5 Grand Theft Auto IV Killzone 2 and Killzone 3 [ 37 ] Mafia II Miner Wars 2081 [ 38 ] Metro 2033 [ 39 ] Rift Shrek [ 40 ] Splinter Cell: Conviction The S.T.A.L.K.E.R. game series: Shadow of Chernobyl , Clear Sky and Call of Pripyat [ 41 ] Tabula Rasa [ 42 ] Trine [ 43 ] Trine 2 [ 44 ] Viva Pinata Game engines featuring deferred shading or rendering techniques [ edit ] AnvilNext Chrome Engine CryEngine 3 [ 45 ] Fox Engine [ 27 ] Frostbite 2 [ 46 ] GameStart [ 47 ] Haemimont Games Engine (HGE) I-Novae [ 48 ] Leadwerks MT Framework Rockstar Advanced Game Engine [ 49 ] Torque 3D [ 50 ] Unity [ 51 ] Unreal Engine 4 [ 52 ] Vision [ 53 ] Creation Engine as of Fallout 4 and Skyrim SE [ 54 ] Fusion Engine (early Illusion Engine) as of Mafia III and Mafia: Definitive Edition Raylib [ 55 ] X-Ray Engine History [ edit ] The idea of deferred shading was originally introduced by Michael Deering and his colleagues in a paper [ 3 ] published in 1988 titled The triangle processor and normal vector shader: a VLSI system for high performance graphics . Although the paper never uses the word "deferred", a key concept is introduced; each pixel is shaded only once after depth resolution. Deferred shading as we know it today, using G-buffers, was introduced in a paper by Saito and Takahashi in 1990, [ 56 ] although they too do not use the word "deferred". The first deferred shaded video game was Shrek , an Xbox launch title shipped in 2001. [ 57 ] Around 2004, implementations on commodity graphics hardware started to appear. [ 58 ] The technique later gained popularity for applications such as video games , finally becoming mainstream around 2008 to 2010. [ 59 ] References [ edit ] ^ Hargreaves, Shawn; Harris, Mark (2004). "6800 Leagues Under the Sea: Deferred Shading" (PDF) . Nvidia . Archived (PDF) from the original on November 22, 2009 . Retrieved January 6, 2021 . ^ "Forward Rendering vs. Deferred Rendering" . October 28, 2013. ^ a b Deering, Michael; Stephanie Winner; Bic Schediwy; Chris Duffy; Neil Hunt (1988). "The triangle processor and normal vector shader: A VLSI system for high performance graphics". ACM SIGGRAPH Computer Graphics . 22 (4): 21– 30. doi : 10.1145/378456.378468 . ^ O'Donnell, Yuriy (July 18, 2011). "Deferred Screen Space Directional Occlusion" . kayru.org . Archived from the original on October 22, 2012. ^ Kayi, Celal Cansin. "Deferred Rendering in XNA 4" (PDF) . Linnaeus University . Archived (PDF) from the original on August 13, 2013 . Retrieved January 6, 2021 . ^ "SDK 9.51 – Featured Code Samples" . Nvidia . January 17, 2007. Archived from the original on March 8, 2005 . Retrieved March 28, 2007 . ^ Engel, Wolfgang (March 16, 2008). "Light Pre-Pass Renderer" . Diary of a Graphics Programmer . Archived from the original on April 7, 2008 . Retrieved January 6, 2021 . ^ "Deferred shading tutorial" (PDF) . Pontifical Catholic University of Rio de Janeiro. Archived from the original (PDF) on March 6, 2009 . Retrieved February 14, 2008 . ^ "MLAA: Efficiently Moving Antialiasing from the GPU to the CPU" (PDF) . Intel . Retrieved December 2, 2018 . ^ "Morphological antialiasing and topological reconstruction" (PDF) . Gustave Eiffel University . Archived (PDF) from the original on April 3, 2012 . Retrieved January 6, 2021 . ^ "Archived copy" (PDF) . Archived from the original (PDF) on November 25, 2011 . Retrieved November 7, 2011 . {{ cite web }} : CS1 maint: archived copy as title ( link ) ^ Chajdas, Matthäus G.; McGuire, Morgan; Luebke, David (February 1, 2011). "Subpixel Reconstruction Antialiasing" . Nvidia . Archived from the original on January 27, 2011 . Retrieved January 6, 2021 . ^ Andreev, Dmitry (2011). "Anti-Aliasing from a Different Perspective" . and.intercon.ru . Archived from the original on April 4, 2011 . Retrieved January 6, 2021 . ^ Andreev, Dmitry (March 4, 2011). "Anti-Aliasing from a Different Perspective (GDC 2011 Extended Slides)" . and.intercon.ru . Archived from the original on April 5, 2011 . Retrieved January 6, 2021 . ^ "Assassin's Creed III: The Redesigned Anvil Engine" . Game Informer . Archived from the original on March 30, 2012. ^ "BioShock Infinite development is PS3 focused and uses Uncharted 2 tech" . blorge.com . Archived from the original on October 3, 2011. ^ Chetan Jags (July 18, 2023). "BlackMesa XenEngine: Part 4 – Lighting & Shadows" . chetanjags.wordpress.com . Retrieved September 18, 2023 . ^ "Tech Interview: Crackdown 2" . Eurogamer.net . June 26, 2010. ^ guest11b095 (May 14, 2009). "A Bit More Deferred Cry Engine3" . slideshare.net . {{ cite web }} : CS1 maint: numeric names: authors list ( link ) ^ "Dead Space by Electronic Arts" . NVIDIA . Retrieved February 14, 2008 . ^ "Face-Off: Dead Space 2" . Eurogamer . Retrieved February 1, 2010 . ^ "Face-Off: Dead Space 3" . Eurogamer . February 18, 2013 . Retrieved February 18, 2013 . ^ "Google Translate" . google.com . ^ "GregaMan, Manage Blog" . capcom-unity.com . ^ "Normals" . Imgur . ^ "Tech Interview: Halo: Reach" . Eurogamer.net . December 11, 2010. ^ a b "Tech Analysis: Metal Gear Solid 5's FOX Engine" . Eurogamer.net . April 5, 2013. ^ "Archived copy" (PDF) . Archived from the original (PDF) on September 15, 2011 . Retrieved July 12, 2011 . {{ cite web }} : CS1 maint: archived copy as title ( link ) ^ "The Making of Shift 2 Unleashed Article • Page 2 • Eurogamer.net" . Eurogamer.net . May 14, 2011. ^ "StarCraft II Effects & techniques" (PDF) . AMD . Retrieved July 9, 2012 . ^ "CGSociety Maintenance" . cgsociety.org . Archived from the original on April 2, 2015 . Retrieved July 12, 2011 . ^ "Deferred Rendering « PlatinumGames Inc" . platinumgames.com . Archived from the original on November 27, 2010. ^ "Ghost of Tsushima Analysis: A PS4 Graphics Powerhouse" . gamingbolt.com . ^ Silard Šimon. "Frictional Games interview" . playsomnia.com . ^ DICE (March 8, 2011). "SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3" . slideshare.net . ^ "Valve Developer Wiki - Dota 2" . Retrieved April 10, 2012 . ^ "Archived copy" (PDF) . Archived from the original (PDF) on July 11, 2011 . Retrieved July 12, 2011 . {{ cite web }} : CS1 maint: archived copy as title ( link ) ^ Miner Wars 2081 ^ "Tech Interview: Metro 2033 Interview • Page 2 • Eurogamer.net" . Eurogamer.net . February 25, 2010. ^ "History - Electric Sheep Games" . Retrieved April 14, 2011 . ^ Shishkovtsov, Oles (March 7, 2005). "GPU Gems 2: Chapter 9. Deferred Shading in S.T.A.L.K.E.R" . Nvidia . Retrieved February 2, 2011 . ^ "Deferred shading in Tabula Rasa" . NVIDIA. Archived from the original on February 3, 2009 . Retrieved February 14, 2008 . ^ "Steam Users' Forums - View Single Post - Taking the Physx load off the CPU..." steampowered.com . ^ "Steam Users' Forums - View Single Post - Trine 2 rendering information - anti-aliasing, overheating, stereo, input lag, etc" . steampowered.com . ^ "CryENGINE 3 Specifications" . Crytek GmbH. Archived from the original on March 27, 2009 . Retrieved March 27, 2009 . ^ "Lighting you up in Battlefield 3" . DICE . March 3, 2011. Archived from the origin 8000 al (PDF) on August 25, 2011 . Retrieved September 15, 2011 . ^ "GameStart – Feature List" . Archived from the original on December 2, 2011. ^ "Infinity Development Journal – Deferred Lighting" . I-Novae Studios. April 3, 2009 . Retrieved January 26, 2011 . {{ cite web }} : CS1 maint: deprecated archival service ( link ) ^ "BUILD: Deferred rendering" . MCV . February 26, 2009 . Retrieved April 8, 2015 . ^ "Torque 3D Development - Advanced Lighting (deferred lighting hybrid)" . March 3, 2009 . Retrieved July 2, 2015 . ^ Vosburgh, Ethan (September 9, 2010). "Unity 3 Feature Preview – Deferred Rendering" . Unity Technologies . Retrieved January 26, 2011 . ^ "Unreal Engine 4 - Rendering Overview" . Epic Games . Retrieved June 6, 2015 . ^ "Vision Engine 8.2 Brings 3D Technologies Cross-Platform" . October 10, 2011. Archived from the original on November 16, 2012 . Retrieved April 8, 2015 . ^ "The Graphics Technology of Fallout 4" . Bethesda Softworks . November 4, 2015 . Retrieved April 24, 2020 . ^ "raylib [shaders] example - deferred rendering" . Raylib community, Justin Andreas Lacoste . October 31, 2023 . Retrieved January 1, 2024 . ^ Saito, Takafumi; Tokiichiro Takahashi (1990). "Comprehensible rendering of 3-D shapes". ACM SIGGRAPH Computer Graphics . 24 (4): 197– 206. doi : 10.1145/97880.97901 . ^ Geldreich, Rich. "GDC 2004 Presentation on Deferred Lighting and Shading" . Archived from the original on March 11, 2014 . Retrieved August 24, 2013 . ^ "Deferred Shading" (PDF) . NVIDIA . Retrieved March 28, 2007 . ^ Klint, Josh. "Deferred Rendering in Leadwerks Engine" (PDF) . Leadwerks. Archived from the original (PDF) on December 9, 2008. v t e Computer graphics Vector graphics Diffusion curve Pixel 2D graphics Alpha compositing Layers Text-to-image 2.5D Isometric graphics Mode 7 Parallax scrolling Ray casting Skybox 3D graphics 3D projection 3D rendering ( Image-based Spectral Unbiased ) Aliasing Anisotropic filtering Cel shading Fluid animation Lighting Global illumination Hidden-surface determination Polygon mesh ( Triangle mesh ) Shading Deferred Surface triangulation Wire-frame model Concepts Affine transformation Back-face culling Clipping Collision detection Planar projection Reflection Rendering Beam tracing Cone tracing Checkerboard rendering Ray tracing Path tracing Ray casting Scanline rendering Rotation Scaling Shadow mapping Shadow volume Shear matrix Shader Texel Translation Volume rendering Voxel Graphics software 3D computer graphics software animation modeling rendering Raster graphics editors Vector graphics editors Algorithms List of computer graphics algorithms Retrieved from " https://en.wikipedia.org/w/index.php?title=Deferred_shading&oldid=1359288397 " Category : Shading Hidden categories: CS1 maint: archived copy as title CS1 maint: numeric names: authors list CS1 maint: deprecated archival service Articles with short description Short description matches Wikidata Wikipedia introduction cleanup from July 2013 All pages needing cleanup Articles covered by WikiProject Wikify from July 2013 All articles covered by WikiProject Wikify Use mdy dates from January 2021 All articles with unsourced statements Articles with unsourced statements from May 2018 This page was last edited on 14 June 2026, at 11:17  (UTC) . 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