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▲ adastra22 3 hours ago

This is incorrect. It is exactly the same algorithm as circuits in the GPU or as instructions on the CPU. No difference, except one: the way data is pipelined on the GPU makes texture blending free, or nearly so. So to show off, every 3D game back then turned it on (an OpenGL/Glide/D3D configuration option) and everything got smoothed out, often with no option to turn it off. That's why it ends up looking different: because the game itself selected different interpolation in accelerated vs software rendered. It was a game choice.

These days you can use different presets to override those choices, and have your 8K, 240Hz Quake look software rasterized, if you want.

▲the_af 2 hours ago | parent [-]

> This is incorrect

Incorrect how? It's correct in that software renderers of the time TFA describes mostly looked like this, and GPU renderers didn't (of course, they weren't called GPUs back then), and there's a reason for this. Even you admit it later in your comment.

So saying "it has nothing to do" with software renderers (of the time) is wrong. It has something to do with how software renderers vs GPUs were used during that era in practice. It's also true you can simulate one with the other, but that doesn't make it incorrect or unrelated.

> So to show off, every 3D game back then turned it on (an OpenGL/Glide/D3D configuration option) and everything got smoothed out, often with no option to turn it off. That's why it ends up looking different

So it had something to do after all! So TFA has a point. He means software renderers in the sense you're describing here, and it's clear from the text. He's not implying you cannot use a GPU to achieve the same result.

▲inexcf an hour ago | parent [-]

This is ridiculous. He explained it perfectly and he was right stating that it has "nothing to do with software rendering". The fact that people specifically chose to do it differently on hardware makes nothing about what the article mentions specific to software rendering. Otherwise if you do the smoothing on the CPU you have to call it a hardware renderer now to be consistent.

▲the_af an hour ago | parent [-]

It's not ridiculous. It's also perfectly clear from TFA, one has to go out of their way to misinterpret this.

E.g.

> Software renderers generally sample textures pixel by pixel, so every texel stays a crisp square. Early 3D cards smoothed textures with bilinear filtering, which looked impressive in 1997 but turns everything soft and blurry to my eye now.

The author is a hobbyist discussing things in context. Early 3D cards, bilinear filtering as done in '97, etc. You cannot take random words and criticize the article. This seems to be a retrogaming hobbyist blog about doing stuff with old hardware and games.

Nitpicking is pointless.