Just spotted this interesting presentation from Guerilla games on the use of deferred rendering in Killzone 2 and thought I'd share. We've just got this implemented in our engine, and I'm impressed so far. There are distinct pros and cons between it and forward rendering methods, namely that alpha blending and AA are more problematic (but not remotely unsolvable) in deferred lighting, but in a scene with many dynamic lights it's way more efficient. It's being used more and more in game engines these days, so I thought this PDF was worth posting:
http://www.develop-conference.com/develo...%20Killzone.pdf
Replies
http://boards.polycount.net/showflat.php?Cat=0&Number=227112&an=0&page=1#Post227112
Good if someone missed it before though.
http://xreal.sourceforge.net/xrealwiki
http://www.quakesrc.org/forums/viewtopic.php?t=7780&start=15