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

- G-buffer and clustered lighting
- Forward passes for transparency
- TAA, FXAA, SMAA
Related features
All features
Game-engine post-processing and color grading
Give every frame its character. Exposure, color, bloom and optics through camera profiles and local volumes.

Reckfell Radiant: experimental GI
Experimental global illumination with world probes, software tracing and color transfer. Available in a separate test build.

Shader Graph and custom effects
Go beyond material presets. Visual graphs, text shaders and access to frame data.
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.
Start building
Renderers and diagnosticsProfiles and post-processingThe Reckfell community
News, source code and a direct line to the team.

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