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Forward rendering

Hardware På svenska → Updated: 2026-10-24

The classic pipeline: each object is rasterized and shaded in one pass, looping over the lights that reach it.

Simple, predictable and cheap on memory. It handles transparency and hardware MSAA without a fuss, which is exactly what deferred shading struggles with. The downside is in the formula: cost is objects × lights. A couple of dozen dynamic lights on a dense scene make shading blow up, because every object has to iterate over every light that might shine on it.

The fix is called forward+ or clustered forward: split the screen into tiles or 3D clusters, list which lights touch each one, and let an object loop only over its tile's lights. That brought the method back into big engines, and on the tile-based GPUs of mobile phones — where bandwidth is the expensive thing — it is the first choice again.

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