reckfellENGINE
RECKFELL ENGINE

Deferred rendering

Detailed surfaces and clustered lighting. Deferred combines a G-buffer, shared materials and Forward passes for transparency.

Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase
  • G-buffer and clustered lighting
  • Forward passes for transparency
  • TAA, FXAA, SMAA
Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase

Lighting from surface data

The G-buffer stores surface data for lighting. Transparent and specialized materials use separate Forward passes.

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Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase

A clear frame in motion

Use TAA, FXAA, SMAA and temporal upscaling. Deferred does not support MSAA.

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The actual Reckfell Engine editor interface
Reckfell Engine · editor interface

See what makes the frame

Switch lighting, material, geometry and buffer views in the 3D viewport. Forward+, Mobile and Compatibility remain separate rendering options.

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Related features

All features

Questions and answers

Does Deferred support MSAA?

No: this mode uses other antialiasing methods. Enabling MSAA is not a Deferred quality improvement.

Should I always choose Deferred?

No. Compare suitable renderers with your content/device, particularly for mobile/browser targets.

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Renderers and diagnosticsProfiles and post-processing

Download Reckfell Engine

Windows x64, C#/.NET 10 and SharpGraph. Free for personal and commercial games.

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