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Re:Doom Eternal – Graphics Study by Agentlien on Wednesday September 09, 2020 @02:15PM (#24423994)
Clustered rendering can be done both deferred and forward.

They do a few things which are reminiscent of deferred, as you say. But what really makes a render deferred is the use of the gbuffer pass to only cull and collect data, followed by a rendering pass over a screen quad doing fragment shading with no potential overlap or wasted processing. Of course, you do get similar advantages from the depth prepass.

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