This document summarizes deferred rendering techniques used in the games Raiderz and Gunz2. It discusses using multiple passes with G-buffers to store normal, depth, diffuse, and specular information. It then shows how light and post effect passes can be used to composite the G-buffer data for shading and lighting. The document provides code examples and discusses techniques such as decals, screen space effects, and reconstructing position from depth for off-screen lighting.