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1/ @EricLengyel

@richgel999 @Atrix256 @guycalledfrank @PottuVoi

The term “G-buffer” was already in use by the mid 90s. That’s what they called non-color buffers that you could render in 3ds max, and we used them to hold auxiliary image data in Quest for Glory 5 (1998).

2/ @EricLengyel

@richgel999 @Atrix256 @guycalledfrank @PottuVoi

QFG5 rendered point light sources and special effects on top of the scene using the information in the G-buffer. So possibly the first game to use deferred shading, on the CPU, implemented in 1997.