At first I thought so too, but there are more...
Offloading vertex shader work to spu's is common practise on the PS3. Crysis 2 was a notable exception.
At first I thought so too, but there are more...
Resogun is a pretty good example of what I was trying to say when I made this thread.
http://a.pomf.se/3Pe9.gif
Digital Foundry vs. Resogun
Mod: 45 MB animated .gif removed : http://a.pomf.se/3Pe9.gif
Reading through this thread was like people purposefully misunderstood the concept. But I am afraid that, like Infamous 3 will show as well, PS4 exclusives will give a new definition to software based rendering. I expect GT7 to have volumetric particle effects like nobody has ever seen before.
The butthurt hardware geek whining about the new gaming consoles being weak is getting way, WAY long in the tooth by now! While the hardware may be mediocre, being a fixed hardware platform means software will become increasingly optimized for said hardware, as we've seen for PS360 and every other console before it. If you showed final-generation PS3 games to people at PS3 launch you'd scarcely believe they ran on the same hardware. The same will happen to PS4 as well.PS4 is nothing more than a mediocre consumer device that just matches the today's mainstream graphics device
Of course it will!It's not happening.
The butthurt hardware geek whining about the new gaming consoles being weak is getting way, WAY long in the tooth by now! While the hardware may be mediocre, being a fixed hardware platform means software will become increasingly optimized for said hardware, as we've seen for PS360 and every other console before it. If you showed final-generation PS3 games to people at PS3 launch you'd scarcely believe they ran on the same hardware. The same will happen to PS4 as well.
Of course it will!
The fact that the rendering are still need to go through the pipeline as triangles, fixed function or programmable, make it not pure software rendering.
Joker, you should do it. Write Nude Poker Game 2.0 for the next gen!
I think you're just mixed up period, as I wasn't talking about anything of the sort you describe. Quoting error, perhaps?I think you are mixing up the different software gens (new algorithms, optimization) on a console platform with what "software rendering" means.
Polygon rasterization is still going to be the baseline for the foreseeable future because it's such a damn practical and convenient method to render realtime graphics... Not to mention, the entire development toolchain is built upon this concept; modelling, skinning, texturing, bones, animation, world building...everything.
Not seeing any actual signs of it, TBH.