Source
- URL: https://x.com/EricLengyel/status/1208469542290116608
- Author: Eric Lengyel (@EricLengyel)
- Posted: 2019-12-21 19:29:25
Thread
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.