@TimSweeneyEpic Maybe. On LRB, rast was trivial compared to shading. But early GPUs did almost no shading. We would have needed HW rast.
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@tom_forsyth Software can be so much more clever. E.g. shared active edge lists, analytic micropolygon rasterization, tile stamping, etc.
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@TimSweeneyEpic Can you really say that software rendering didn't win with things people do in "shaders" now?Thanks. Twitter will use this to make your timeline better. UndoUndo
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@TimSweeneyEpic In our universe, I think we'll still basically get there, in time. The line between hardware and software continues to blur.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@TimSweeneyEpic http://semiaccurate.com/2010/09/22/tim-sweeney-and-andrew-richards-talk-about-future-graphics/ … Fun to debate, hard on the knees for the camera man though.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@AndrewLauritzen
@TimSweeneyEpic@tom_forsyth reg alloc is definitely troublesome. The cache hierarchy is better than at least. -
@AndrewLauritzen
@TimSweeneyEpic@tom_forsyth um make that better than cell.
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@TimSweeneyEpic and monuments of the Itanium HW designers were erected.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@TimSweeneyEpic Wasn't this a Sliders Episode ?Thanks. Twitter will use this to make your timeline better. UndoUndo
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@TimSweeneyEpic I don't think so. Graphics is embarrassingly parallel, and flexibility is orders of magnitude more costly fixed func.Thanks. Twitter will use this to make your timeline better. UndoUndo
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