Return of rendering to the CPU (Article from 2008)
Posted: Mon Feb 28, 2011 10:30 pm
http://arstechnica.com/articles/paedia/ ... erview.ars
I came across this while I decided to randomly google "OpenGL vs DirectX". Pulled from a random comment on a Toms Hardware article about the subject..
I have been thinking about OpenGL/DirectX for a while, as OpenGL kind of evaporated from the forefront years ago and I wanted to know why... However this article about the eventual return of Software Rendering in general purpose programming on future multi-core CPU's really sparks some interest in me.. I had actually forgot about Unreal Engine 1, and what it was able to accomplish in software.
What do you guys think of Sweeney's predictions about returning to CPU driven software rendering and ditching cumbersome/restrictive graphics APIs?
I remember how cool Delta Force was when it came out, with the Voxel engine. Low res as it was, what it did with the shaping of terrain was really awesome because you really did get "rolling hills" and not a bunch of sharp jaggy-edged triangles.
I've always been kind of intimidated by the Direct3D/OpenGL API's but maybe I am just fantasizing that software rendering of games would somehow be easier on me as a "fumbling developer" trying to make some sort of game. Either way it is a pretty interesting read I think.
I came across this while I decided to randomly google "OpenGL vs DirectX". Pulled from a random comment on a Toms Hardware article about the subject..
I have been thinking about OpenGL/DirectX for a while, as OpenGL kind of evaporated from the forefront years ago and I wanted to know why... However this article about the eventual return of Software Rendering in general purpose programming on future multi-core CPU's really sparks some interest in me.. I had actually forgot about Unreal Engine 1, and what it was able to accomplish in software.
What do you guys think of Sweeney's predictions about returning to CPU driven software rendering and ditching cumbersome/restrictive graphics APIs?
I remember how cool Delta Force was when it came out, with the Voxel engine. Low res as it was, what it did with the shaping of terrain was really awesome because you really did get "rolling hills" and not a bunch of sharp jaggy-edged triangles.
I've always been kind of intimidated by the Direct3D/OpenGL API's but maybe I am just fantasizing that software rendering of games would somehow be easier on me as a "fumbling developer" trying to make some sort of game. Either way it is a pretty interesting read I think.