Introduction In order to be able to satisfy growing demands on visual fidelity and runtime performance, we investigated a new culling and rendering system for future use in the Dawn Engine. This was part of many researches done by our internal R&D team, LABS, for the Deus Ex Universe, but is not used in the upcoming game Deus Ex: Mankind Divided. A major aspect of this investigation was to develop
![“Deferred+: Next-Gen Culling and Rendering for Dawn Engine”](https://cdn-ak-scissors.b.st-hatena.com/image/square/dd5db4ccdc125ab09075fad94335991add0c3f7a/height=288;version=1;width=512/https%3A%2F%2Fwww.eidosmontreal.com%2Fwp-content%2Fuploads%2F2016%2F07%2FDawnengine_black.png)