113 points speckx 1 hour ago 75 comments
coppercrisp62 1 hour ago | parent
BugsJustFindMe 1 hour ago | parent
> "3D cards smoothed textures with bilinear filtering"
You can just not do that.
bartread 1 hour ago | parent
From a programming perspective I do completely get the desire to have the CPU do all the work though - if you want absolutely everything under your control it's easier, and especially if your game is single-threaded.
delta_p_delta_x 21 minutes ago | parent
shadowgovt 14 minutes ago | parent
Even the standard desktop experience is a 3D graphics application these days.
gvfsa 51 minutes ago | parent
chuckadams 22 minutes ago | parent
skhr0680 10 minutes ago | parent
ginko 41 minutes ago | parent
LoganDark 40 minutes ago | parent
the__alchemist 36 minutes ago | parent
sorenjan 32 minutes ago | parent
charcircuit 1 hour ago | parent
origini 1 hour ago | parent
A mix of software and gpu
dist-epoch 1 hour ago | parent
stymaar 1 hour ago | parent
Nanite is a bit weird because it doesn't use the hardware rasterization of the GPU, but it's still doing rasterization on the GPU, so it doesn't really fit this dichotomy.
mrec 1 hour ago | parent
squidmaster 1 hour ago | parent
0x0203 1 hour ago | parent
jerf 1 hour ago | parent
Narishma 58 minutes ago | parent
delta_p_delta_x 1 hour ago | parent
Also, modern spatial anti-aliasing works by multisampling within a pixel (or even neighbouring pixels) and taking the average, rather than filtering across singly-sampled pixels, which massively reduces the quality. Not to mention temporal and machine learning AA techniques including DLSS, XeSS, FSR, and all the TAA implementations in many games.
squidmaster 1 hour ago | parent
spider-mario 1 hour ago | parent
Wowfunhappy 1 hour ago | parent
BugsJustFindMe 54 minutes ago | parent
the_af 7 minutes ago | parent
Can it be simulated on GPUs? Sure. But it was typical of software renderers of that era, and NOT typical of GPUs, and it has to do with how they were used.
llm_nerd 1 hour ago | parent
Hardware rendering took over because generating a 3D scene is embarrassingly parallel, and the industry quickly learned that you can have thousands of reasonably simple "cores" that can divide and conquer a scene in parallel. There was a no way a general purpose CPU could keep up.
eska 22 minutes ago | parent
In a software-rendered game, the CPU draws every pixel. There’s no 3D card involved: the game works out each frame in its own code and writes it straight to video memory
I think that’s the standard definition. If you mean that this style can be achieved with graphics hardware then that’s a different argument and why your first sentence is deemed contentiousdelta_p_delta_x 13 minutes ago | parent
I really ought to have been more specific with my first sentence to ward off any hair-splitting.
The author claimed to love software rendering, but the examples given to highlight the supposed positives of software rendering can all be achieved on GPUs. If the author had instead highlighted the ability to easily debug and inspect the inner workings of the rasterisation pipeline with a software renderer, that might have been a much more relevant argument.
hnuser123456 22 minutes ago | parent
techpression 12 minutes ago | parent
delta_p_delta_x 10 minutes ago | parent
avereveard 6 minutes ago | parent
ale42 1 hour ago | parent
dmpk2k 55 minutes ago | parent
The Build engine's rendering was stunningly simple (and dare I say: elegant). You could run hundreds of instances of Shadow Warrior on a single EPYC (since they mentioned Xeon) at that resolution and framerate if you rewrote the engine with modern mechanical sympathy in mind. On a modern desktop CPU it'd probably be over a hundred instances.
People, including many programmers, just don't grasp how much power we have under the hood nowadays...
Edit: my old iPhone SE, fully utilized, can produce the same GFLOPS as the Cray T3E (the one with thousands of DEC Alphas inside). This is our reality.
hypercube33 6 minutes ago | parent
sgt 1 hour ago | parent
Now that will truly blow his mind, at least on this setup and older games.
Pxtl 44 minutes ago | parent
The ability to shift resolutions natively was neat, though, I missed that in the pre-4K days.
Panzerschrek 1 hour ago | parent
squidmaster 1 hour ago | parent
Amazing game BTW, best shooter I've played in many years. I never really got into build engine games back then, so it's not just my rose-tinted glasses, that game is a masterpiece.
DarkNova6 1 hour ago | parent
TehCorwiz 59 minutes ago | parent
That said, the Build Engine had software voxels in 1997. Which was pretty cool.
Panzerschrek 1 hour ago | parent
I can add more:
Unreal (and Unreal Tournament), Thief, Quake II (a slight improvement over Quake), Half-Life (a great improvement over Quake), Shadow Warrior, Any modern port of Doom supporting software rendering, Heretic, Hexen, Descent, System Shock, Homeworld.
plq 52 minutes ago | parent
That colored lighting, though.
Panzerschrek 42 minutes ago | parent
dekhn 54 minutes ago | parent
customguy 45 minutes ago | parent
bob1029 53 minutes ago | parent
Programmable shader pipelines weren't a thing until Geforce 3 in 2001.
pornel 6 minutes ago | parent
Pxtl 51 minutes ago | parent
I've softened on the issue of non-white lights, but I 100% am still full of nostalgia about unflitered low-res textures.
doubled112 22 minutes ago | parent
SftwareRenderer 45 minutes ago | parent
Waterluvian 43 minutes ago | parent
fwsgonzo 19 minutes ago | parent
shadowgovt 10 minutes ago | parent
hallway_monitor 9 minutes ago | parent
hypercube33 9 minutes ago | parent
A common "Trick" was to buy cards that had essentially their own processors to handle this stuff - SoundBlasters, 3Com nics, IDE drive controllers that had their own processor (hell, even up to their own OS) since that freed the CPU up for doing actual work - gaming. Even an external or other
CPUs were a bottle neck but most people didnt tax the single core machines doing most daily work (office work, browsing the web) so it was fine, but once you load up a game that needs sound, 3d, networking, disk access all at once it would start stealing clock cycles trying to do all of that in one place.
pornel 9 minutes ago | parent
ibackstrom 38 minutes ago | parent
JLO64 35 minutes ago | parent
dahart 16 minutes ago | parent
Why do you believe these things? In VFX and film, the GPU shaders and rendering is identical to CPU, they use the exact same programmable shaders on either side, so there is no difference in look or capability. Today’s GPUs have out of core streaming and caching and access to host memory. Pixar showed off their pixel-matching between GPU and CPU at Siggraph this year, and mentioned that today’s consumer GPUs are big enough to render IIRC ~98% of their scenes without much ‘out-of-core’ tech. Lots of film and VFX studios are using GPUs in production today to render pretty big shots. I think your story is a bit out of date; GPUs being size limited was somewhat true in the past, but is quickly going away. The CPU vs GPU look question has never been true for VFX or film, and was only true in games if you chose different rendering algorithms.
lorenzomontoli 23 minutes ago | parent
IshKebab 23 minutes ago | parent
chuckadams 20 minutes ago | parent
(And I actually do like their sound, but I wouldn't want to be stuck with only tubes)
shadowgovt 17 minutes ago | parent
The original Marathon allowed you to look up and down, but it wasn't actually tilting the camera frame; it was applying a distortion on the field of view and then basically vertical scrolling the render target. Essentially, you can think of it like you were playing the game in vertical phone mode all the time but you were looking at the middle third of that possible output domain, and looking up and down pretty much just scrolled what you were looking at and applied a trapezoid transform.
This is why you couldn't look straight up or straight down, the trapezoid transform would become painfully obvious quickly and the actual algorithm did not really tilt your field of view.
But it was good enough that they could slap it on the box as a novel feature for Wolfenstein style first person shooters.