Is there any quality difference between Forward and Defered rendering or it's just a matter of perf?

Hi, first I have to say I read unity article about this but because of my English I’ve couldn’t find out much about this. I just have a question.
Is there any quality difference between Forward and Defered rendering or it’s just a matter of performance?

Well first off, there is a huge difference between deferred lighting and deferred rendering. When unity talks about “deferred” anything they’re talking about deferred lighting.

Deferred lighting: Means something a little different depending on your lighting model, so what I say here might not be completely accurate. Forward lighting happens as you draw the objects (as you draw a surface, you know where the lights are and light up the parts of the surface that are closer to and facing the lights). Deferred rendering draws the objects fully lit as if it didn’t need lights, draws a special texture (sometimes baked ahead of time) full of lighting information, then uses the lighting texture to darken the less-lit areas of the scene texture. You are much more limited with the number of lights you have in forward lighting than deferred lighting, but forward lighting has better performance.

Deferred rendering: Draws the scene normally but takes down extra information like normals and depth, then draws certain areas of the scene again with certain effects applied. The performance cost of deferred rendering greatly varies depending on the type of effects and number of effects.

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