Grim Dawn

Grim Dawn

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Dilan Aug 7, 2019 @ 9:11am
Deferred Rendering ?
As you can see in the title, I don't really understand what is the difference between the "Deferred Rendering ON" and the "Deferred Rendering OFF".
With the Deferred Rendering, my game looks blur ..
Is that setting is one of theses settings which make the game more beautiful or speeder ?
Last edited by Dilan; Aug 7, 2019 @ 9:12am
Originally posted by powbam:
https://forums.crateentertainment.com/t/grim-dawn-version-1-1-4-0/86026
[Deferred Rendering]
With this patch, you can now toggle Deferred Rendering under the Video Options.

Deferred Rendering utilizes additional graphics memory to reduce total draw calls per frame by around 30% or more. This should result in a decent performance increase, especially at high video settings. Complex scenes, such as Devil’s Crossing and parts of Fort Ikon, should see the largest gains.

With Deferred Rendering also come additional video setting levels: Very High for Reflections and Particles. With Particles set to Very High, you can enjoy awesome lighting effects on various spells and abilities that will make combat at night and in undergrounds especially dynamic!

Note: Deferred Renderring does require DirectX 11, so if you are running DirectX 9, you will not be able to toggle this setting. Deferred Rendering also uses FXAA Anti-Aliasing, so that option becomes a toggle rather than a drop-down when the new renderer is enabled.

The blurriness comes from FXAA. In the future they are supposedly going to be looking into extra AA options for use with Deferred Rendering.
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powbam Aug 7, 2019 @ 9:15am 
https://forums.crateentertainment.com/t/grim-dawn-version-1-1-4-0/86026
[Deferred Rendering]
With this patch, you can now toggle Deferred Rendering under the Video Options.

Deferred Rendering utilizes additional graphics memory to reduce total draw calls per frame by around 30% or more. This should result in a decent performance increase, especially at high video settings. Complex scenes, such as Devil’s Crossing and parts of Fort Ikon, should see the largest gains.

With Deferred Rendering also come additional video setting levels: Very High for Reflections and Particles. With Particles set to Very High, you can enjoy awesome lighting effects on various spells and abilities that will make combat at night and in undergrounds especially dynamic!

Note: Deferred Renderring does require DirectX 11, so if you are running DirectX 9, you will not be able to toggle this setting. Deferred Rendering also uses FXAA Anti-Aliasing, so that option becomes a toggle rather than a drop-down when the new renderer is enabled.

The blurriness comes from FXAA. In the future they are supposedly going to be looking into extra AA options for use with Deferred Rendering.
Last edited by powbam; Aug 7, 2019 @ 9:16am
Dilan Aug 7, 2019 @ 9:16am 
Originally posted by powbam:
https://forums.crateentertainment.com/t/grim-dawn-version-1-1-4-0/86026
[Deferred Rendering]
With this patch, you can now toggle Deferred Rendering under the Video Options.

Deferred Rendering utilizes additional graphics memory to reduce total draw calls per frame by around 30% or more. This should result in a decent performance increase, especially at high video settings. Complex scenes, such as Devil’s Crossing and parts of Fort Ikon, should see the largest gains.

With Deferred Rendering also come additional video setting levels: Very High for Reflections and Particles. With Particles set to Very High, you can enjoy awesome lighting effects on various spells and abilities that will make combat at night and in undergrounds especially dynamic!

Note: Deferred Renderring does require DirectX 11, so if you are running DirectX 9, you will not be able to toggle this setting. Deferred Rendering also uses FXAA Anti-Aliasing, so that option becomes a toggle rather than a drop-down when the new renderer is enabled.

In the future I will read the "Patch Notes". Thank you !
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Date Posted: Aug 7, 2019 @ 9:11am
Posts: 2