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fix mistake in readme
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readme.md

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@@ -33,7 +33,7 @@ The project was created with Unity 2021.3 LTS using the Built-in Render Pipeline
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The biggest deviation from the official viewer is, that this project doesn't use Deferred Rendering, but uses Forward Rendering instead.
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This has certain implications on performance.
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While the MobileNeRF representation itself greatly reduces the cost to render NeRFs, it still requires evaluating a small, view-dependent MLP (Msta) per fragment. Whenever the bottleneck is in the fragment shader, Deferred Rendering has obvious advantages, as each pixel only needs to run a single fragment shader.
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While the MobileNeRF representation itself greatly reduces the cost to render NeRFs, it still requires evaluating a small, view-dependent MLP (Multi Layer Perceptron) per fragment. Whenever the bottleneck is in the fragment shader, Deferred Rendering has obvious advantages, as each pixel only needs to run a single fragment shader.
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Forward Rendering however gives us MSAA, which is important for VR use cases. Additionally, in VR the image has to be rendered twice, once for each eye, with a fairly large resolution. The larger the G-buffer, the smaller the benefit of Deferred Rendering. Still, MobileNeRFs mesh representations have a fairly large poly count which works against us using Forward Rendering here.
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