Do you think that sort of thing could ever be feasible in Bevy?
The current state being that wgpu supports it, and as such we can already use it in bevy by setting the wgpu back-end env variable, but in bevy it only works for 2D stuff (trying the 3D examples of bevy lead to a Naga error because, IIRC the PBR stuff uses features that cannot work in OpenGL or something like that).
(If you tell me that OpenGL is something you want to support and it's just an oversight, I can file an issue on github with much more details, and would even be willing to contribute)
Whether or not (and how) we embrace deferred will come down to the user experience, effects on the render plugin ecosystem, desired features, perf characteristics, etc. The decision hasn't been fully made yet, but we're going to explore the space.
The latest discussion has happened here: https://discord.com/channels/691052431525675048/111316658507...
We're still in the early days of the engine so most games are pretty small in scope. But there are still plenty of fun ones! Lots of games on itch.io: https://itch.io/games/tag-bevy
I'm very excited for Tiny Glade: https://store.steampowered.com/app/2198150/Tiny_Glade. They only use some parts of Bevy (Bevy ECS and Bevy App. They built their own custom renderer).
xyzw is building a beautiful Dwarf Fortress-like: https://twitter.com/xyzw_io/status/1677340923292786689