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It would just be throwing more hardware resources at filling the screen with pixels. Describing geometry surfaces with triangles and textures is essentially a c
by flohofwoe 2y ago
It would just be throwing more hardware resources at filling the screen with pixels. Describing geometry surfaces with triangles and textures is essentially a compression method to save massive amounts of memory and bandwidth. The downside is that you can't do some things that raymarching a voxel volume enables, and that the idea of triangle rasterization doesn't make much sense when triangles approach pixel size.
The principle that image generation methods are dictated by available bandwidth goes all the way back to the first graphical computers (for instance the weird color-attribute encoding in the ZX Spectrum is essentially an image compression method to get more graphical fidelity out of a very limited memory bandwidth).