In Unreal Engine 5, we have the choice between two primary rendering backends: Forward Shading and Deferred Shading.

While Forward Shading is often viewed as the "traditional" or "old" way of rendering, and Deferred Shading as the modern standard, the choice isn't just about age—it's about how the engine handles the relationship between geometry and lighting.

The Core Difference


Why go Deferred?

The primary reason Unreal uses Deferred Shading by default is lighting complexity.


Why go Forward?

If Deferred is "better" for modern features, why does Forward still exist?


Common Side Effects With Both

Deferred Shading

Forward Shading