| ▲ | llm_nerd 4 hours ago | |||||||||||||||||||||||||
"Software rendering went out of the window because the CPU tends to have other things to do besides just multiply 4x4 matrices, which was shifted to the shader cores of GPUs." Hardware rendering took over because generating a 3D scene is embarrassingly parallel, and the industry quickly learned that you can have thousands of reasonably simple "cores" that can divide and conquer a scene in parallel. There was a no way a general purpose CPU could keep up. | ||||||||||||||||||||||||||
| ▲ | pandaman 3 hours ago | parent [-] | |||||||||||||||||||||||||
Not so quickly. The shader cores were a breakthrough from early 2000s. First consumer GPUs were built as same as the 1980s GPUs but everything had been integrated in a single chip. It is the sheer amount of compute and memory bandwidth that mogs a CPU but the parallel processing doesn't help much, at least in realistic 3D: an 8 core AVX-512 march CPU has an order of magnitude more SIMD lanes than something like RSX in PS3 yet it still wouldn't be able to match its performance in rendering textured z-buffered triangles. 3D graphics can really go wide only on wireframe/points, z-buffer forces sequencing between polys so the parallelism there is very limited. | ||||||||||||||||||||||||||
| ||||||||||||||||||||||||||