Keyworks: UE4, Renderer, Forward Rendering

How to enable “Forward Rendering”

Project Settings -> Rendering -> “Forward Shading” Checkbox (now you can use that silky MSAA)

Default Rendering Mode is Deferred Shading.

How to enable fogging on mobile

Project Settings -> Engine -> Rendering -> Mobile -> Uncheck Disable vertex fogging in mobile shaders

Multiple monitors rendering in Sync across multiple instances of engine

Rendering to Multiple Displays with nDisplay
It ensures that the content being shown on the various screens remains exactly in sync, with deterministic content across all instances of the Engine.
https://docs.unrealengine.com/en-US/Engine/Rendering/nDisplay/index.html

Reference

Rendering Overview
https://docs.unrealengine.com/en-us/Engine/Rendering/Overview

Forward vs Deferred Shading
https://unrealartoptimization.github.io/book/pipelines/forward-vs-deferred

Forward Shading Renderer
https://docs.unrealengine.com/en-US/Engine/Performance/ForwardRenderer/index.html

Clustered Deferred and Forward Shading
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf

Practical Clustered Shading
http://www.humus.name/Articles/PracticalClusteredShading.pdf

A Primer On Efficient Rendering Algorithms & Clustered Shading.
http://www.aortiz.me/2018/12/21/CG.html

Clustered Forward vs Deferred Shading 7
http://www.yosoygames.com.ar/wp/2016/11/clustered-forward-vs-deferred-shading/

HOW UNREAL RENDERS A FRAME
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/

【逆向】UE4 渲染流程分析
https://segmentfault.com/a/1190000012737548

虚幻4渲染系统结构解析
https://neil3d.github.io/assets/pdf/2016-vr-summit-ue4.pdf


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