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Information about UE4 GBuffer

I'm pretty desperatly searching for information about the GBuffer, but just can't find any.

Things that interesst me:

  • How big is the GBuffer? How many bits does it uses per pixel?

  • How does the layout of the GBuffer look like?

  • Is it possible to make the GBuffer "slimmer" ?

  • What is r.GBuffer and r.GBufferFormat for?

I would very appreciate any kinds of info!

P.S.: Sorry if this isn't the right place to question.

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asked Jun 09 '15 at 10:48 AM in Rendering

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MrRabbit
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avatar image MrRabbit Jul 10 '15 at 11:02 PM

I found in the ConsoleManager.cpp some clues:

  • r.GBuffer: 0=Do not use GBuffer (fast minimal rendering path), 1=Use GBuffer [default]. (However it caused artifacts which rendered the game unplayable.)

  • r.SceneColorFormat: (Interessting options which affects some of the GBuffer I think) Defines the memory layout (RGBA) used for the scene color. Affects performance, mostly through bandwidth, quality especially with translucency.

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2 answers: sort voted first

Hello MrRabbit,

Here is an in depth look at g-buffers and how they work. First paragraph discusses how to choose the size of the G-Buffer.

http://www.catalinzima.com/xna/tutorials/deferred-rendering-in-xna/creating-the-g-buffer/

Thanks,

Logan

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answered Sep 17 '15 at 08:46 PM

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You would like to check out FSceneRenderTargets class and EncodeGBuffer function in DeferredShadingCommon.usf. You would get a better understanding on GBuffer layout. As MrRabbit said, you could slim GBuffer size according to your specific requirement. You must find a balance among performance, vram size and quality.

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answered Sep 17 '15 at 06:26 PM

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cherlix
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