3 ms·
It’s been 5+ years since I worked in it, but the well-tuned version of openswr.com was competitive with discrete HW, ca., 2012. This isn’t “rasterization in a d
by thechao 8y ago
It’s been 5+ years since I worked in it, but the well-tuned version of openswr.com was competitive with discrete HW, ca., 2012. This isn’t “rasterization in a day”; it’s more like “a team of professionals over 18 months” who had done two prior rasterizers on Larrrabee, including working directly with Mike Abrash & co.
- NotCamelCase 8y agoThat's impressive. In some synthetic scenes or actual applications? I think careful and elaborate design and scalability can get you a long way, but the thing is, without relaxing some API rules (e.g. rasterization order) which makes a rasterizer robust, you're gonna have difficulty keeping up with HW eventually.
- thechao 8y agoWe started with Quake III, Minecraft, etc. and were able to maintain "game play FPS" (800+), but nothing like a high end discrete card. Where SWR really shined was on high end HPC visualization software, where discrete cards (if they didn't crash/hang) could only maintain 1-2 FPS. SWR could get 12-17 FPS. Such applications are strongly bandwidth limited.
- corysama 8y agoYou mean http://openswr.org http://openswr.org