| ▲ | charcircuit 6 hours ago | ||||||||||||||||
UE5's nanite uses software rendering, but it doesn't look pixelated, does not need a high end computer, and does not require DOS. | |||||||||||||||||
| ▲ | stymaar 5 hours ago | parent | next [-] | ||||||||||||||||
“Software rendering” usually means “doing rasterization on the CPU”, as opposed to “hardware rendering” that is done by the rasterization primitives of the GPU. Nanite is a bit weird because it doesn't use the hardware rasterization of the GPU, but it's still doing rasterization on the GPU, so it doesn't really fit this dichotomy. | |||||||||||||||||
| ▲ | squidmaster 5 hours ago | parent | prev | next [-] | ||||||||||||||||
No software rendering requires DOS, you could use it with Windows back in the day (how I originally played Half Life) and engines that still support it will run on modern OSes too. | |||||||||||||||||
| ▲ | origini 6 hours ago | parent | prev | next [-] | ||||||||||||||||
Its probably not correct to state this. Its probably a combination of how nanite itself is doing Lob, lightning etc. A mix of software and gpu | |||||||||||||||||
| ▲ | mrec 5 hours ago | parent | prev | next [-] | ||||||||||||||||
Eh, Nanite rasterisation is still happening on the GPU, it's "just" implemented in shaders rather than using the fixed-function pipeline. "Software rendering" is becoming less useful as a descriptor as graphics hardware becomes more general. | |||||||||||||||||
| ▲ | dist-epoch 5 hours ago | parent | prev [-] | ||||||||||||||||
At this point words get blurry. Is using CUDA or a compute shader "software rendering" or not? | |||||||||||||||||
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