This rendering path ensures that there is only one lighting pass computing each light source in the scene, and only in those pixels that are affected by them, all this through the separation of the geometry and lighting. This figures as an advantage since a significant amount of light could be generated that influences different objects, thereby improving the fidelity of the final render but nominally increasing the Per-Pixel calculation on the GPU.
While Deferred Shading is superior to Forward when it comes to calculating multiple light sources, it comes with some restrictions, for example, according to official Unity documentation, Deferred Shading requires a graphics card with multiple Render Targets, Shader Model 3.0 or higher, and support for Depth render texture.
On mobile devices, this configuration works only on those that support at least OpenGL ES 3.0.
Another important consideration about this Rendering Path is that it can only be used in projects with a perspective camera. Deferred Shading does not have support for orthographic projection.