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Pixel shaders VS software rendering

category: general [glöplog]
Optimus !
I'm with you.
One day software rendering rules the world !
All my code is dedicated to software rendering. That's my commitment.
TinyPTC in Directdraw rules !.
Now a days, with X Ghz, who wants 3D cards ?!. That's my opinion.
added on the 2004-04-20 12:12:03 by JamQue JamQue
added on the 2004-04-20 12:13:00 by skrebbel skrebbel
whats the coolest thing done with pixelshaders up until now?
added on the 2004-04-20 12:49:14 by loaderror loaderror
ooo... fire? :)))
added on the 2004-04-20 12:59:37 by blala blala
I don't see what's all the fuzz with software vs hardware accelerated rendering... I mean, for a nice hw-accelerated 3D engine, so get to write -the same- amount of code you do for a software one, except the polyfillers... then also, you need to learn all the tricks for post-processing filters and 2D stuff, because they are not as easily (or, as 'obviously') done as they are in a 2D framebuffer...

Pixel shaders are just more ways to do those tricks, and the advantages in hw-rendering are tons, from number of polygons, to memory bottlenecks, to image quality due to the costly FSAA and proper texture filtering done in hardware... it's not about CPU speed, it's about memory bottlenecks and many other things... -plus- you can also have the CPU free to make other stuff (physics or whatnot). Agreed, a 3D flyby nowadays is boring in hardware, but then again, the very same flyby with 100x less polygons is also boring in software... the 3D-scene-replayer time has long gone, for both software and hardware, so it's not about software or hardware, it's not about amount of code, it's not about processor speed... it's all about taste, and quality... and quality is much better when doing hardware-accelerated stuff, that's incredibly obvious.

If you want limitations, use a different platform... yes, software rendering can still be impressive (Silkcut/TBL on amiga), but it's stupid on a platform which gives you the advatange of pumping up that image quality, almost for free.

Just my oppinion
added on the 2004-04-20 13:13:27 by Jcl Jcl
What I was writing back then? PS being calcs between textures? What was I thinking?
added on the 2014-03-14 10:50:52 by Optimus Optimus
But software rendering still rules. The feeling of iterating through each pixel and doing stuff. Ok, you do that in parallel on shader too, without the loops. But you can also make dot renderer, line renderer, triangle renderer and other stuff too. Jumping between pixels and more.
added on the 2014-03-14 10:51:55 by Optimus Optimus
And nowadays all things I describe like on SR (2d, 3d voxel, raytracing) is done with shaders. Hahaha!!! Pwned
added on the 2014-03-14 10:54:21 by Optimus Optimus
I want metaballs with muddy voxels mapped on the surfaces.. and when the metaballs move up to speed, the mud starts to splatter all over the place.. ;)

Why haven't we done this already?
added on the 2014-03-14 10:58:18 by Optimus Optimus
*throws cash towards screen*
added on the 2014-03-14 12:16:06 by leGend leGend
Why haven't we done this already?

Who's this "we"?

Also, it's been done plenty of times.
added on the 2014-03-14 13:21:52 by gloom gloom
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added on the 2014-03-14 21:37:04 by kbi kbi


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