Originally Posted by pa22word
Usually when engines are utilizing deferred rendering MSAA isn't supported due to the massive performance dump required when combining the two. Considering the job posting specifically asks for experience with deferred rendering, it's pretty apparent that whatever they're porting uses deferred rendering. RDR apparently does not, therefore it would be safe to assume that they're not going to do a RDR port. The million dollar question though, is whether or not GTA V is using deferred rendering, because this would paint a good picture as to R*s plans on a potential PC version of the game.
The above combined with the timing (GTAV is september, so it must be going gold sometime soon, freeing up manpower for a PC port), points to a very likely PC version of GTAV in the near future.
The engine is deferred, GTA IV is deferred, RDR is deferred.
Here are two articles where Codemasters refer to RDR as being deferred.
So says Pete Ridgway, technical art director at Codemasters: "We're actually still getting a lot of innovations within this generation," he says. "If you look at the first games that came out, then the ones that came out later with deferred rendering - that was quite a big, sizeable change in the way you do things. Suddenly you could have loads of lights in a scene.
"Other games have come out with multi-surface anti-aliasing. A lot of techniques have come out of Siggraph (the world's biggest computer graphics conference) and the film industry that we've been able to bring across. There's a lot to be had without going to new hardware."
Deferred rendering is the magic behind moody, naturally lit games like Dead Space, Crysis 2 and Red Dead Redemption. Many deemed it too demanding for consoles which, with their outdated DirectX support among other things, suffered horrendous aliasing (jaggies) when using it.
The average night race in Dirt 3 uses about 200 deferred lights, a dramatic reduction from earlier averages of around 1,000. The difference is imperceptible, made up by cunning baking. The real power of modern lighting, though, isn’t complexity so much as the opposite: when it comes to software like Codemasters’ Ego engine and Unreal’s latest light-bouncing solution, Lightmass, it’s actually about simplicity. And that, by extension, is about art.
“It’s robustness,” says Ridgway, who sees Red Dead Redemption as a leading example. “It gives the artists more time to iterate. The sooner you can let them get something into the game and build on it – the less time they’re waiting around for builds – the more they can bring the artistry in there. Lighting-wise, that’s the difference between the games that work and the ones that don’t. There are no silver bullets, and everything that people are doing is fairly similar. Let the artists work, though, and the quality jumps up dramatically.”
Alan Wake is deferred too, but they managed to include 4x MSAA. There are ways/hacks to do it.