The Early History of Deferred Shading and Lighting
https://sites.google.com/site/richgel99/home [sites.google.com]
2017-11-16 17:17
I didn’t really realize that the work we were doing was pioneering new ground. The main alternative (the pass per object per light approach used on Doom 3) seemed laughably inefficient and primitive by comparison. By this time, Atman Binstock (who later moved on to Rad Game Tools, then eventually to Oculus as Chief Architect) and I had already shipped a fully deferred shaded 3rd person platformer way back in 2001. The game was named Shrek for the original Xbox (or “Xbox 1” on this page), created at Sandbox Studios/DICE Canada in London, ON. It was a Xbox launch title with very pretty graphics (but sadly, weak gameplay): We didn’t realize it, but Shrek Xbox was the first deferred shaded game.
source: L