I Love Software Rendering
News Source : Jamesfmackenzie.com
News Summary
- In a software-rendered game, the CPU draws every pixel.
- Doom, Duke Nukem 3D, Blood and the original Quake all work this way.
- Early 3D cards smoothed textures with bilinear filtering, which looked impressive in 1997 but turns everything soft and blurry to my eye now.
- Most of these games ran in 256 colours, with lighting done through lookup tables into that palette.
- Shadows fall off in visible steps rather than smooth gradients.
- Modern hardware can power through most of it.
- But the heaviest games still push even very fast machines.
I love software rendering. The best DOS experience Ive had in a long while was Quake in its software renderer at 800600, running at a locked 60fps on my Dell OptiPlex 380.
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