3 ms·
That'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
by NotCamelCase 8y ago
That'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.