| ▲ | articulatepang a day ago | ||||||||||||||||
Here’s an analogy. Suppose someone said, “I love manual transmission cars” and then described in detail the physical knobs and dials that all the cars from the 1950s had. It turns out what they like is physical knobs and dials. You can have those in automatic transmission cars. It so happens that most modern automatics also have shitty touchscreens. (I know this analogy isn’t precise because there was a long period of automatics with physical controls, but bear with me.) The point is that there’s nothing _inherent_ to software rendering that’s responsible for the thing he likes. The distinction is useful because, for example, he could go seek out modern games with the look he likes. Or make games. And if he thought the thing he likes comes from having a software renderer, he’d leave a lot of performance and power efficiency on the table for no good reason. He likes a certain rendering style that’s equally achievable with both GPU and CPU rendering. The choice of hardware should probably be driven by considerations like performance, debuggability, platform support, availability of libraries, etc. | |||||||||||||||||
| ▲ | squidmaster 21 hours ago | parent [-] | ||||||||||||||||
Ah, I see. Maybe: somebody says they love audio cassette players, and start talking about the super tactile mechanical buttons and switches that go chunk in a satisfying way. You could rightly object that that you can put buttons like that on an mp3 player. But it's a historical fact that these things are actually linked, in a way that's meaningful to people, namely in their personal nostalgic experiences. | |||||||||||||||||
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